The Vulkan Guide is designed to help developers get up and going with the world of Vulkan. It is aimed to be a light read that leads to many other useful links depending on what a developer is looking for. All information is intended to help better fill the gaps about the many nuances of Vulkan.
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The Vulkan Guide can be built as a single page using |
1.1. What is Vulkan?
1.3. Vulkan Spec
1.4. Platforms
1.5. Checking for Support
1.6. Versions
1.8. What is SPIR-V?
1.10. Vulkan CTS
1.11. Vulkan Development Tools
2.1. Loader
2.2. Layers
2.3.1. Enabling Vulkan Extensions
2.3.2. Enabling Vulkan Features
2.3.3. Using SPIR-V Extension
2.3.4. Formats
2.5. WSI
2.6. pNext and sType
2.7. Synchronization
2.10. Threading
2.11. Depth
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VK_EXT_depth_range_unrestricted,VK_EXT_depth_clip_enable,VK_EXT_depth_clip_control
2.12. Mapping Data to Shaders
2.12.1. Vertex Input Data Processing
2.12.2. Descriptor Dynamic Offset
2.12.3. Push Constants
2.13. Robustness
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VK_EXT_image_robustness,VK_EXT_robustness2,VK_EXT_pipeline_robustness
2.14. Dynamic State
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VK_EXT_extended_dynamic_state,VK_EXT_extended_dynamic_state2,VK_EXT_extended_dynamic_state3,VK_EXT_vertex_input_dynamic_state,VK_EXT_color_write_enable,VK_EXT_attachment_feedback_loop_dynamic_state
2.14.1. Dynamic State Map
2.15. Subgroups
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VK_EXT_subgroup_size_control,VK_KHR_shader_subgroup_extended_types,VK_EXT_shader_subgroup_ballot,VK_EXT_shader_subgroup_vote
2.16. Shader Memory Layout
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VK_KHR_uniform_buffer_standard_layout,VK_KHR_relaxed_block_layout,VK_EXT_scalar_block_layout
2.17. Atomics
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VK_KHR_shader_atomic_int64,VK_EXT_shader_image_atomic_int64,VK_EXT_shader_atomic_float,VK_EXT_shader_atomic_float2
2.18. Common Pitfalls
2.19. Using HLSL shaders
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Note
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These are supplemental references for the various Vulkan Extensions. Please consult the Vulkan Spec for further details on any extension |
3.1. Cleanup Extensions
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VK_EXT_4444_formats,VK_KHR_bind_memory2,VK_KHR_create_renderpass2,VK_KHR_dedicated_allocation,VK_KHR_driver_properties,VK_KHR_get_memory_requirements2,VK_KHR_get_physical_device_properties2,VK_EXT_host_query_reset,VK_KHR_maintenance1,VK_KHR_maintenance2,VK_KHR_maintenance3,VK_KHR_maintenance4,VK_KHR_maintenance5,VK_KHR_maintenance6,VK_KHR_separate_depth_stencil_layouts,VK_KHR_depth_stencil_resolve,VK_EXT_separate_stencil_usage,VK_EXT_sampler_filter_minmax,VK_KHR_sampler_mirror_clamp_to_edge,VK_EXT_ycbcr_2plane_444_formats,VK_KHR_format_feature_flags2,VK_EXT_rgba10x6_formats,VK_KHR_copy_commands2
3.2. Device Groups
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VK_KHR_device_group,VK_KHR_device_group_creation
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VK_KHR_external_fence,VK_KHR_external_memory,VK_KHR_external_semaphore
3.4. Ray Tracing
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VK_KHR_acceleration_structure,VK_KHR_ray_tracing_pipeline,VK_KHR_ray_query,VK_KHR_pipeline_library,VK_KHR_deferred_host_operations
3.5. Shader Features
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VK_KHR_8bit_storage,VK_KHR_16bit_storage,VK_KHR_shader_clock,VK_EXT_shader_demote_to_helper_invocation,VK_KHR_shader_draw_parameters,VK_KHR_shader_float16_int8,VK_KHR_shader_float_controls,VK_KHR_shader_non_semantic_info,VK_EXT_shader_stencil_export,VK_KHR_shader_terminate_invocation,VK_EXT_shader_viewport_index_layer,VK_KHR_spirv_1_4,VK_KHR_storage_buffer_storage_class,VK_KHR_variable_pointers,VK_KHR_vulkan_memory_model,VK_KHR_workgroup_memory_explicit_layout,VK_KHR_zero_initialize_workgroup_memory
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VK_EXT_custom_border_color,VK_EXT_border_color_swizzle,VK_EXT_depth_clip_enable,VK_EXT_depth_clip_control,VK_EXT_provoking_vertex,VK_EXT_transform_feedback,VK_EXT_image_view_min_lod

