Questions tagged [vulkan]

Vulkan, previously known as Next Generation OpenGL or just GLnext, is a low-level, cross-platform graphics API from the Khronos Group.

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127 views

Is a 3D renderer with 1000 FPS possible? [closed]

Okay, for my phD Thesis, I need to make a simple 3D game, like towers of hanoi or whatever but there is a condition: I need it to have high FPS, as in, the highest FPS achievable, atleast a 1000FPS. I ...
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Vulkan PushDescriptorSetTemplates (Can only parts of the UpdateTemplate be updated?)

I'm exploring the VkDescriptorUpdateTemplate usage and really like the efficiency in coding this versus individual DescriptorSets, except I have one concern. When making an UpdateTemplate for each ...
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50 views

How do I render to a resizable window from a large fixed size back buffer in current graphics APIs?

I have some code that uses DirectX 9 with Windows native window management, that I would like to port to newer graphics APIs, but this code has a fairly unusual approach to window resizing, and it ...
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134 views

How to use the Vulkan graphics backend in the Stride game engine?

What do I have to do in order to run my Stride game on the Vulkan graphics platform? The documentation section seems to be outdated, the drop-down doesn't exist anymore: https://doc.stride3d.net/...
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Vulkan imageLoad data of r32f format in compute shader

I am doing add with a compute shader. All input-output data are stored in VkImage, the format is VK_FORMAT_R32_SFLOAT. In the shader, the corresponding layout is r32f. I have two questions about this: ...
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Design decisions in building a 3D Rendering Engine using Vulkan in C++

I'm starting to learn the core concepts and features of the Vulkan API. I'm following the tutorials that can be found here: vulkan-tutorial. I'm at the point of getting ready to implement the code to ...
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27 views

Does Vulkan have cross-platform “ABI”?

In other words, does Vulkan have specification about primitive data type & size, calling convention, naming convention, exception handling, and etc.? I'm asking this because I want to divert ...
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1answer
143 views

Is Windows window creation faster / more efficient than GLFW window creation?

Are there any benefits to using Windows window for OpenGL or Vulkan rendering, rather than using GLFW window? Is there any performance hits when using C++ Window creation over GLFW since it provides ...
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How to fix roll in FPS camera when looking sideways [duplicate]

I am trying to calculate the rotation for an FPS camera. My closest attempt was to create a some Euler angles(from input) and multiply that with the view matrix, this works, but only if I am looking ...
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2answers
210 views

How do game engines implement multiple rendering platforms?

How do game engines like UE4, Unity, Source, Cry Engine, etc add different rendering library's to their game engines? (Eg. OpenGL, DirectX, Vulkan)
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Rendering texture buffers to one single texture

I am attempting to render multiple font textures onto one single texture, my issue is that each font texture gets repeated, but i would like to have single instance of that font character. The ...
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1answer
72 views

Quickly Running Out Of Memory

Over the past months I have been developing an application using Vulkan. Recently I have implemented loading 3d models from .fbx files and their associated .png textures. At this point there appears ...
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1answer
153 views

Projection Matrix Causes Clip Cuttoff Problem

I'm trying to setup my renderer and I'm configuring the matrices. I currently have a View Matrix and a Projection Matrix which I then multiply and send to the shader(there's no need for model matrix ...
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How can I use the Vulkan API with AIDE (an IDE)?

I've tried to compile some of the basic samples of the NDK using Vulkan on GitHub but AIDE gives me errors about not finding the shaderc folder. Apparently you have to build shaderc with ndk-build ...
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42 views

How to divide commands to CommandLists in DirectX12/Vulkan?

Currently my DirectX graphics engine submits all draw commands in a single, large CommandList. I want to paralellize my CommandList recording to improve performance on CPU side, but I'd have to ...
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Bash script crashes when sourcing

I have been following a tutorial about setting up vulcan on macOS and have been having trouble. I think it might have something with the versions. I am using 1.1.101.0 and the tutorial uses 1.1.73.0 ...
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1answer
132 views

vkCmdCopyBuffer has no effect for transfer of staging buffer

for a vulkan renderer using vulkan-hpp and Vulkan Memory Allocator I am trying to transfer vertex data to the gpu using a staging buffer. Without using an intermediary staging buffer the transfer ...
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1answer
270 views

Problem with 2D game on android. Random FPS drop with OpenGLES 2.0, sudden white screen with Vulkan

I'm having a problem with my 2D game on Android. When I use OpenGLES 2.0 as the graphics API, I experience sudden FPS drops in the game. The game starts to slow down sometimes randomly, And it can ...
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1answer
99 views

Vulkan - preallocating chunks of memory and resource memory requirements

I would like to allocate a bigger chunk of memory and then suballocate from it but I don't fully understand how memory requirements work, is there a chance that when I allocate a piece of device local ...
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1answer
616 views

Vulkan rendering of Minecraft-like world in C++

I decided on using 16x16x16 (4096 total) chunks of blocks. Problem is with textures. First idea was about texture atlas but it would require a lot of calculation and possible problems in dividing UV (...
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1answer
188 views

Why do GPUs have limited amount of allocations?

I've been learning Vulkan lately and I read that you can allocate VRAM memory only set amount of times and it doesn't matter if it's 2gb or 2kb, why is it? I'm specifically referring to ...
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129 views

Are GPU drivers hand optimized for specific games using low-level APIs?

The GPU drivers often have slightly different behavior depending on game or program, which is using them. It optimizes performance, bypasses bugs and improves overall experience in popular games, ...
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0answers
260 views

GLSL to Spir_V using GLSLang

I have been working with GLSLang to convert between GLSL and SpireV for the purpose of run time shader compilation. GLSLlang compiles my shader code and I can successfully create and run a compute ...
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1answer
283 views

Solving a recursive problem in the geometry (or any other) shader

I would like to calculate an effect of an external force on a binary tree (wind on a tree). It's a recursive function - take a (parent) node and calculate the angle to rotate all of the nodes "...
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1answer
331 views

Tangent space normal mapping visual problem along UV islands (using Vulkan)

I'm learning Vulkan and computer graphics. First time implementing normal mapping. I've been struggling with this for days now and I can't seem to find the problem - so that's the question. What is ...
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300 views

Vulkan: Unable to render using multiple view ports

I have been trying to enable multiple viewports in my Vulkan Pipeline but have been unsucsessfull. I used this code sample as a reference point. The problem is that when I attempt to draw two side by ...
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1answer
243 views

Why does a call to vkCreateInstance() take noticeable time to complete?

I decided to learn Vulkan and started writing a simple program. I then ran the program (which only called vkCreateInstance()) to see if the Vulkan instance was created successfully and was shocked to ...
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0answers
151 views

How good is Vulkan support? [closed]

I'm thinking about writing a program in Vulkan instead of OpenGL, but I'm worried about the current and possible future success of this API. Is this API likely to become as widdespread as OpenGL, or ...
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2answers
330 views

Implementing spot lights in Vulkan and some pixels are black

TL;DR; I have come to the conclusion that the problem is linked to the spot light being too close to the camera. Which only made me more confused. Long version; I have sat with this my whole day and ...
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1answer
727 views

Vulkan Storage Buffers, loss of data

I have been passing glm::vec3's in an array to a storage buffer to be processed by a compute shader, but once it has been modified I am getting some malformed data back. Shader ...
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1answer
480 views

Vulkan read from storage buffer

I have been attempting to push data to a storage buffer then then read back from it but to no avail. I am creating the buffer like I always do, populate it with VK_BUFFER_USAGE_STORAGE_BUFFER_BIT ...
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1answer
1k views

Vulkan am I creating too many graphics pipelines?

I have the situation in which I require different VkPrimitiveTopology's for different models, which requires me to have a unique pipeline's that render the different models, but now I require multiple ...
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0answers
3k views

Vulkan Drawing lines

I want to be able to draw single lines inside Vulkan but the only way I have managed to achieve this so far is by drawing a triangle with two of its points that ocupuy the same point in space. Is ...
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1answer
2k views

Vulkan rendering lots of objects

I'm wanting to render multiple objects on a screen and in some cases several of each object. I'm not sure what the best method of doing this is and was wanting some advice. The only way I can think of ...
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1answer
547 views

Passing a unique Uniform buffer with each model

I have been following "Vulkan Tuturial" on GitHub as a reference on how to get basic objects rendering. In their tutorial, they create the command buffers at the start of the application after they ...
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2answers
2k views

Vulkan best practice when submitting draw commands

As with most projects working in a graphics library, I need to dynamically send draw calls to the command buffers, but what is the best way to do this? Currently, for every frame, I rebuild my command ...
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2answers
392 views

Need help understanding VkCommandBuffer and VkCommandPool

I'm creating my first Vulkan project and I'm at the point where I need to send commands to the GPU. Now I need help understanding how and when commands are being executed and what sort of commands can ...
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1answer
979 views

What is the “correct” way to render to a cubemap using Vulkan?

After searching far and wide for the solution to this, the only one I have been able to find that verifiably works is to the render a face to a framebuffer and then use a memcpy to copy that ...
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1answer
121 views

Setting font color, Vulkan

I am new using Vulkan, and i am trying to learn it looking tutorials and looking the vulkan examples that they provided(vulkan-master: https://github.com/SaschaWillems/Vulkan). One of them is the ...
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1answer
302 views

Mipmapping on CPU

I'm trying to load a big terrain texture and only want to load a certain mipmap level to the GPU with Vulkan. When the whole terrain is in sight, the camera is far enough away from it so that only a ...
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2answers
658 views

Does Microsoft prevent developers from using Vulkan?

So, I recently came across a source which stated that if you choose to use Direct3D 12 in your game, you have to sign a contract with Microsoft that prohibits you from using Vulkan in the future. It ...
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Are there any advantages of Vulkan using traditional methods? [closed]

I keep hearing that Vulkan meant for direct low level operations with the GPU and hence it's targeted toward expert and experienced graphics programmers. What would be some other advantages of Vulkan ...
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2answers
540 views

Simplst possible TBN-Matrix giving weird results

I'm implementing normal mapping and was trying different techniques of doing that. All seemed not to give me a correct result (e.g. the normals point in weird directions). To find the problem, I broke ...
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3answers
1k views

Vulkan Error: cmd buffer submit cant use image because of layout

I've been coding a Vulkan rendering engine for the past few weeks. My code still continues to execute and I get the desired output, but I am getting an error. I'm fairly certain that my error is a ...
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1answer
2k views

How to select the most powerful vkDevice?

I've been messing around with Vulkan recently. In all of my experiments, when I select a gpu/vkDevice, I always just take the first one vulkan provides. I've looked at the documentation for vkDevice, ...
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1answer
2k views

How do I find out at runtime if Vulkan and/or OpenGL support is available?

I'm building an engine, which has Vulkan for its primary rendering engine. But to have at least some backwards compatibility with devices that don't get drivers for (Mainly mobile) it I want to ...
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0answers
277 views

Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
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2answers
1k views

Vulkan vkEnumeratePhysicalDevices Returning Unexpected Device Count

In the machine I'm running I have two GTX 980 Tis. When I query the physical device count with vkEnumeratePhysicalDevices it always returns 1 despite having 2 ...
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1answer
5k views

Will Vulkan Kill the use of GLSL? [closed]

After reading this link I am still unclear as to the shading language support in Vulkan. As Vulkan only supports SPIR-V is it the case that GLSL is therefore being phased out? Are there any ...
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3answers
139k views

What is Vulkan and how does it differ from OpenGL?

Khronos Group (the standards body behind OpenGL) has just announced Vulkan: Vulkan is the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs. This ...