Linked by Thom Holwerda on Tue 16th Feb 2016 18:24 UTC
3D News, GL, DirectX

Khronos launched the Vulkan 1.0 specification on February 16th, 2016 and Khronos members released Vulkan drivers and SDKs on the same day. Below you will find everything you need to come up to speed on Vulkan and to forge ahead and explore whether Vulkan is right for your engine or application.

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RE: Benefits?
by IgnitusBoyone on Tue 16th Feb 2016 22:00 UTC in reply to "Benefits?"
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OpenGL is a single threaded API with a very heavy handed State Machine. API calls that should simply return with no computaitonal weight often churn in the driver for a while to decide if they will change state. Additionally lots of calls stall the graphics pipeline for state validation.

Vulcan has almost zero validation and expects you to understand your resources and implement your own locking. This allows Vulcan to render two different framebuffers in the same memory space in different threads while uploading resources in a third. In general the API is so close to the metal it is only for engine developers, but who knows we might actually see a light weight lib written on-top of it that will make it fairly easy to code high performance graphics on it.

Additionally, Vulcan allows for per-compiled shaders to be uploaded directly to the card. So, you no longer have to code in GLSL if you prefer a different shading language.

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