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awesome-vulkan
Awesome Vulkan ecosystem
https://github.com/vinjn/awesome-vulkan
Last synced: 4 days ago
JSON representation
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Hardware Support
- gpuinfo - Vulkan Hardware Database by Sascha Willems
- Khronos
- NVIDIA
- Driver for Desktop
- Driver for Android
- Driver for Linux for Tegra (L4T)
- AMD
- Imagination
- Open-source Driver
- Driver for Windows
- Qualcomm
- Mali GPU Best Practices
- Khronos
- Imagination
- Driver for Windows
- Mali GPU Best Practices
- Open-source Driver
- Imagination
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SDK
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Document
- AMD
- Vulkan barriers explained
- Vulkan Fast Paths
- Say Hello to a New Rendering API in Town!
- Vulkan Renderpasses
- Performance tweets series: Barriers, fences, synchronization
- Using the Vulkan™ Validation Layers
- Most common mistakes in Vulkan apps
- Vulkan Device Memory
- NVIDIA
- Vulkan Device-Generated Commands
- Getting Vulkan Ready For VR
- GDC 16 - High-performance, Low-Overhead Rendering with OpenGL and Vulkan
- GDC 16 - Vulkan and NVIDIA – The Essentials
- Engaging the Voyage to Vulkan
- Vulkan Shader Resource Binding
- Vulkan Memory Management
- OpenGL like Vulkan
- Transitioning from OpenGL to Vulkan
- Vulkan's Key Features on Arm Architecture
- Porting a Graphics Engine to the Vulkan API
- Get Your Engine Ready for Vulkan on Mobile
- Multi-Threading in Vulkan
- Mali Vulkan SDK Tutorials - tutorials)
- Part 1: The Beginning
- Part 2: Swap Chain
- Part 3: First Triangle
- Part 4: Vertex Attributes
- Imagination
- Efficient Rendering with Vulkan on PowerVR
- Migrating to Vulkan with the New PowerVR Graphics Framework
- Migrating from OpenGLES to Vulkan
- Siggraph 2016 - Best Practices for Mobile
- Vulkan Usage Recommencation
- Efficient use of Vulkan on UE4 Mobile
- LunarG
- Vulkan SDK
- Vulkan SDK Version Compatibility
- Introducing the New Vulkan Configurator
- Unified Validation Layer for Vulkan
- Vulkan Synchronization Validation Quick Start Guide
- Guide to Vulkan Synchronization Validation
- Vulkan GPU-Assisted Validation
- Automatic RelaxedPrecision Decoration and Conversion in Spirv-Opt
- SPIR-V Legalization and Size Reduction with spirv-opt
- All White Papers
- AMD
- Vulkan barriers explained
- Vulkan Renderpasses
- Using the Vulkan™ Validation Layers
- Vulkan Device Memory
- Vulkan Device-Generated Commands
- GPU-Driven Rendering
- GDC 16 - High-performance, Low-Overhead Rendering with OpenGL and Vulkan
- GDC 16 - Vulkan and NVIDIA – The Essentials
- Siggraph 15 talk - Vulkan on NVIDIA GPUs
- Arm
- Vulkan's Key Features on Arm Architecture
- Porting a Graphics Engine to the Vulkan API
- Get Your Engine Ready for Vulkan on Mobile
- Multi-Threading in Vulkan
- Mali Vulkan SDK Tutorials - tutorials)
- Vulkan Usage Recommencation
- LunarG
- VulkanHub
- D3D12 & Vulkan: Lessons Learned
- Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL
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Tutorial
- How to Learn Vulkan - Meta post on how to learn Vulkan
- I Am Graphics And So Can You - Blog post style tutorial for those new to graphics learning Vulkan.
- Vulkan Game Engine Tutorial - Tutorial series on making a vulkan game engine by Brendan Galea on YouTube.
- Kohi Game Engine Series - "Vulkan Game Engine series, where we make a game engine from the ground up using C and Vulkan".
- Moving to Vulkan (Khronos UK May16)
- jhenriques's tutorial
- Lunarg's tutorial
- Mike Bailey's Vulkan Page - Provides extensive Vulkan course slides. [CC BY-NC-ND 4.0]
- Qualcomm Video Tutorial Series - Leans more towards Vulkan for mobile devices.
- Raw Vulkan - Overview on how to program a Vulkan application from the ground up.
- An overview of next-generation graphics APIs - covers Vulkan, D3D12 etc.
- Tutorial by Overv - SA 4.0]
- Vulkan in 30 minutes - by baldurk.
- Vulkan Guide
- Vulkan Lecture Series - University lectures by Johannes Unterguggenberger from the Research Unit of Computer Graphics, TU Wien. Covers basic and advanced topics like: Vulkan essentials, the swap chain, resources and descriptors, commands and command buffers, pipelines and stages, real-time ray tracing, and synchronization.
- jhenriques's tutorial
- Mike Bailey's Vulkan Page - Provides extensive Vulkan course slides. [CC BY-NC-ND 4.0]
- An overview of next-generation graphics APIs - covers Vulkan, D3D12 etc.
- Vulkan Guide
- Kohi Game Engine Series - "Vulkan Game Engine series, where we make a game engine from the ground up using C and Vulkan".
- jhenriques's tutorial
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Apps
- The Talos Principle - by Croteam.
- Basemark - by Basemark.
- GFXBench 5 - by Kishonti.
- ProtoStar - by Epic, built with Unreal Engine 4 technology.
- Doom - by id Software.
- 3DMark - 3DMark API Overhead test.
- ProtoStar - by Epic, built with Unreal Engine 4 technology.
- 3DMark - 3DMark API Overhead test.
- ProtoStar - by Epic, built with Unreal Engine 4 technology.
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Samples
- nvpro-samples - NVIDIA DesignWorks Samples. [[LICENSE](https://github.com/nvpro-samples/gl_vk_threaded_cadscene/blob/master/LICENSE)]
- NVIDIA GameWorks Samples - GameWorks cross-platform graphics API samples. [[LICENSE](https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/license.txt)]
- Vulkan-Hpp Samples - Fork of Sascha Willems excellent Vulkan examples that uses Vulkan-Hpp.
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Libraries
- Skia - Google's 2D graphics library has a [Vulkan](https://skia.org/user/special/vulkan) [backend](https://github.com/google/skia/tree/master/src/gpu/vk), demonstrated in a cross-platform [sample application](https://skia.org/user/sample/viewer) with its own [window library](https://github.com/google/skia/tree/master/tools/viewer). [BSD 3-clause] [website](https://skia.org)
- VulkanSceneGraph - Vulkan/C++17 scene graph project, successor to [OpenSceneGraph](http://www.openscenegraph.org).
- Acid - A high speed C++17 Vulkan game engine. [MIT]
- SDL - added cross-platform Vulkan graphics support in SDL_vulkan.h. [zlib]
- small3d - platform game development framework [BSD 3-clause]
- VulkanOnD3D12 - Vulkan API for D3D12. [Apache License 2.0]
- VK9 - Direct3D 9 compatibility layer using Vulkan
- Zink - OpenGL implementation on top of Vulkan, part of Mesa project. [MIT]
- iMSTK - C++ toolkit for building surgical simulations with Vulkan and VTK backends. [Apache License 2.0]
- libvc - Vulkan Compute for C++. [[LICENSE](https://github.com/alexhultman/libvc/blob/master/LICENSE)]
- Vulkan Kompute - Blazing fast and lightweight Vulkan Compute Framework optimized for advanced GPU processing usecases. [Apache License 2.0]
- Acid - A high speed C++17 Vulkan game engine. [MIT]
- AMD's Anvil - cross-platform framework for Vulkan. [[LICENSE](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil/blob/master/LICENSE.txt)]
- DemoFramework - NXP GTEC C++11 cross-platform demo framework including lots of samples for Vulkan, OpenGL ES, OpenVX, OpenCL, OpenVG and OpenCV. [[BSD-3-clause](https://github.com/NXPmicro/gtec-demo-framework/blob/master/License.md)]
- Spectrum - Work-in-progress framework and abstraction layer around Vulkan.
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Bindings
- libvulkan.lua - Lua bindings for Vulkan.
- LWJGL - Lightweight Java Game Library 3 has Vulkan bindings. [BSD]
- Raw Node.js Vulkan API - A new Vulkan bindings for Node.JS, similar with LWJGL-3 or NVK.
- ash - Vulkan bindings for Rust. [MIT]
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Tools
- Nsight™ Visual Studio Edition 5.2+
- VKtracer - universal and easy-to-use profiler for Vulkan.
- Qualcomm Adreno GPU Tools - samples, Adreno recommendation layer, best practice docs for Adreno GPU.
- Qualcomm Snapdragon Profiler - includes Vulkan traces and frame captures for Adreno GPU.
- Arm Mobile Studio - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU.
- Nsight™ Visual Studio Edition 5.2+
- VKtracer - universal and easy-to-use profiler for Vulkan.
- CodeXL - CodeXL goes open source. [MIT]
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Books
- Introduction to Computer Graphics and the Vulkan API - Introduce the reader to the exciting topic of computer graphics from a grounds-up practical perspective with the Vulkan API.
- Learning Vulkan - by **Parminder Singh** - Get started with the Vulkan API and its programming techniques using the easy-to-follow examples.
- Vulkan Cookbook - by **Pawel Lapinski** - Explores a wide range of graphics programming and GPU compute methods to make the best use of the Vulkan API.
- Vulkan Programming Guide - by **Graham Sellers** and **John Kessenich** - Introduces powerful 3D development techniques for many fields.
- Mastering Graphics Programming with Vulkan - Develop a modern rendering engine from first principles to state-of-the-art techniques, by **Marco Castorina** and **Gabriel Sassone**.
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Papers
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Khronos
- Chunked HTML - file HTML](https://registry.khronos.org/vulkan/specs/1.0/html/vkspec.html))
- Chunked HTML - wsi_extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.0-wsi_extensions/html/vkspec.html))
- Chunked HTML - extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.0-extensions/html/vkspec.html))
- Chunked HTML - file HTML](https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html))
- Chunked HTML - khr-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.1-khr-extensions/html/vkspec.html))
- Chunked HTML - extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.1-extensions/html/vkspec.html))
- Chunked HTML - file HTML](https://registry.khronos.org/vulkan/specs/1.2/html/vkspec.html))
- Chunked HTML - khr-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.2-khr-extensions/html/vkspec.html))
- Chunked HTML - extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.2-extensions/html/vkspec.html))
- Chunked HTML - file HTML](https://registry.khronos.org/vulkan/specs/1.3/html/vkspec.html))
- Chunked HTML - khr-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.3-khr-extensions/html/vkspec.html))
- Chunked HTML - extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html))
- Vulkan 1.0 Quick Reference Sheets
- Vulkan 1.1 Quick Reference Sheets
- GDC 2016 Presentations
- 2016 UK Chapter: Moving to Vulkan
- SIGGRAPH 2016 BOF - Vulkan
- SIGGRPAH 2016 Best Practices Roundtable
- 2016 Vulkan DevDay UK
- 2016 Vulkan DevDay Seoul
- 2017 Vulkan DevU Vancouver
- 2017 Vulkan Loader Webinar
- SIGGRAPH 2017 BOF - Vulkan
- 2018 Vulkan Montreal Dev Day
- 2018 Vulkanised!
- SIGGRAPH 2018 BOF - Vulkan
- Vulkan 1.0 Quick Reference Sheets
- Vulkan 1.1 Quick Reference Sheets
- Conformance Tests (CTS)
- SIGGRAPH 2018 BOF - Vulkan
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Community
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Related lists
- awesome-opengl - Curated list of awesome OpenGL libraries, debuggers and resources.
- gamedev - Awesome list about game development.
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