Questions tagged [vulkan]

For questions about the Vulkan graphics/compute API.

The Vulkan is a low-level, cross-platform graphics and compute API developed by the Khronos Group.

117 questions
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Vulkan: Uniform Buffers versus Push Constants for static data

I'm sort of struggling to understand the conceptual difference between uniform buffers and push constants. From what I can gather by reading the spec, the main differences are: Uniform buffers can be much larger than push constants. UBOs use…
haasn
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What prevents older GPUs from supporting Vulkan?

More out of curiosity than for any practical purpose, I'm wondering what is lacking from older GPUs that causes them to be unable to support Vulkan. I know that some argue that some hardware, such as nVidia's Fermi series of GPUs, could support…
Dolda2000
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Vulkan: how does host coherence work?

I have a memory that is persistently mapped. It is both HOST_VISIBLE and HOST_COHERENT but not DEVICE_LOCAL. (My physical device offers no memory that is exclusively HOST_VISIBLE without also being HOST_COHERENT.) This memory contains vertex…
unknown
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How to change sampler/pipeline states at runtime in Vulkan?

I have problems implementing a Vulkan renderer alongside my OpenGL one. In OpenGL one can change sampler parameters easily at runtime (like anisotropy settings through glTexParameter) or blend/depth states. I wonder if this is also possible in…
char8_t
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Multiple swapchains in Vulkan app with ImGui

I am integrating imgui into my app using glfw + vulkan example. The function vkCreateSwapchainKHR() is also called by imgui setup logic in addition to my app on the same device and it fails with "internal drawable creation failed". Under what…
Vectorizer
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Inconsistent behavior involving VkPhysicalDeviceFeatures.fillModeNonSolid

I departed slightly from the Vulkan tutorial I was following and decided to draw a wireframe instead of a solid triangle. As soon as I call vkCreateGraphicsPipelines(), I get the following message from Validation Layer even though the call finishes…
Vectorizer
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Best way to clear a framebuffer image without drawing?

So I have a framebuffer image which later acts as input to a compute shader, and some frames there is geometry drawn to the framebuffer, but some frames this is not necessary. The thing is, in my current process, when I don't draw anything to that…
sak
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Which 3D applications currently uses Vulkan API?

I'm a newbie in terms of CG world. I'm curious to know about the applications that use Vulkan API and their performances compared to other APIs. As I read, Vulkan has more access to the graphic cards which helps in performance. If so, do the current…
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How do fragment shader invocations subgroups map onto triangles?

Should I expect that every invocation/fragment within a subgroup, when using something like subgroupBroadcast(), will belong to the same triangle?
user369070
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Vulkan: using gl_PrimitiveID without geometryShader feature

When compiling a glsl fragment shader which reads gl_PrimitiveID with glslc compiler I get the spirv-1.0 with Geometry capability enabled, which is technically correct, as it's stated in spirv spec. Vulkan 1.0 spec says that Geometry capability…
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How do I swap the buffers when using a Win32 window with Vulkan?

I was recently told here how to manage the integration between Vulkan and Win32. I am writing a windowing library like "GLFW", that is only going to support Vulkan; I have now come to the point where I need to implement SwapBuffers(Window) type of…
user9436
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FPS counter for a simple Vulkan app

What measurement/monitoring tools could I use to get the FPS values for a simple Vulkan app? Thanks in advance
Vectorizer
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What is a "Vulkan Extension"?

When creating a VkInstance, you need to setup the API's extensions that are going to be used by your application (for example you need an extension to interface with the window system on desktop platforms). What are these extensions? What do they…
user9436
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Can Vulkan Queue Families be separate but identical?

I was trying to find examples of GPUs with more than 3 queue families to see what edge cases programmatic selection of compute and transfer queues might encounter. This card has six. Two of the extra ones make sense: they look to be specialized for…
KTM
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bilateral filter in vulkan

I am supposed to use bilateral filter to denoise my image rendered with Vulkan. I wonder how I should implement the method. Should I add the rendered image to another frag shader as a texture and denoise the image there before drawing it on the…
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