New Vulkan Sample - VK_KHR_compute_shader_derivatives — Derivatives in compute shaders This sample demonstrates VK_KHR_compute_shader_derivatives, which enables the use of derivative instructions (like dFdx/dFdy) inside compute shaders. Traditionally, derivatives are only available in fragment […]
Vulkan
Vulkan
@vulkan.fosstodon.org.ap.brid.gy
API for High-efficiency Graphics and Compute on GPUs [bridged from https://fosstodon.org/@vulkan on the fediverse by https://fed.brid.gy/ ]
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New Vulkan sample out: VK_KHR_shader_relaxed_extended_instruction It relaxes SPIR-V’s forward-reference rules for non-semantic instruction sets like NonSemantic.DebugPrintf, so debug-oriented SPIR-V from tooling can be accepted without changing shader behavior. Demoed with an HLSL compute […]
New Vulkan Samples - Pipeline Binary This sample shows how VK_KHR_pipeline_binary gives you explicit control over driver-produced pipeline binaries. Generate a deterministic pipeline key, capture the binary, store it with driver metadata and reload it later to avoid recompiling at runtime. A […]
The Vulkanised 2027 call for submissions has been extended two weeks, to Sunday, October 25. Vulkanised is open to everyone. Anyone can attend and anyone can submit a talk, whether you're an app or engine developer, driver implementer, tools builder, educator […] [Original post on fosstodon.org]
New Sample - Shader Quad Control This sample shows how VK_KHR_shader_quad_control lets fragment shaders share data across a 2x2 pixel quad using subgroupQuadBroadcast and the full_quads execution mode, with no shared memory and no descriptors. You get more stable derivatives for LOD selection […]
New Sample - Device Fault This sample shows how to use VK_EXT_device_fault (plus VK_EXT_device_address_binding_report) to pull real diagnostic data out of a GPU crash: vendor fault descriptions, the exact faulting memory address, and a live log of every buffer's bind/unbind range so you can […]
New Sample – Descriptor Heap This sample renders textured cubes to demonstrate VK_EXT_descriptor_heap, which replaces the traditional descriptor set and pool workflow with a memory-centric one where descriptor data is written directly into heap memory. It shows new heap-binding functions […]
New Sample - Swapchain Present Timing The sample renders a circle moving linearly across the viewport, which is a good visual test for detecting micro-stutters and verifying smooth presentation. It queries past presentation timing information and uses the last known display time along with the […]
New Sample - VK_EXT_layer_settings This sample demonstrates how to use VK_EXT_layer_settings to configure Vulkan layers (in particular VK_LAYER_KHRONOS_validation) directly from your application. Instead of relying on environment variables or JSON files, you can enable features like Best […]
-- Khronos Safety Critical Survey -- Help shape the future of safety-critical GPU acceleration! Khronos is collecting requirements for Vulkan SC, SYCL SC & OpenGL SC. This 15-20 min survey is for practitioners in avionics, automotive, industrial & related domains. Survey closes Friday, Oct. 2. […]
New Sample - Rendering an OctMap In this new sample, we demonstrate several advanced Vulkan techniques working together: - Octomap instanced rendering — dynamically display a voxel occupancy map generated by ARKit SLAM using GPU instancing. - Gaussian Splat rendering — render the same scene as […]
Vulkan reposted
Khronos showed up big at SIGGRAPH 2026 in LA: 20+ sessions, hands-on courses, and BOFs, kicked off by Khronos Developer Day on July 22. Get access to recordings, slides, and see the full recap: https://www.khronos.org/blog/khronos-at-siggraph-2026 #SIGGRAPH2026 #Vulkan #glTF #Slang #OpenXR
New Vulkan Tutorial: Opacity Micromaps A focused bonus course tucked inside Building a Simple Engine's "Extra Courses," aimed at one very specific ray tracing performance problem: alpha-tested geometry. Foliage, chain-link fences, and hair force the GPU to run […] [Original post on fosstodon.org]
Vulkan reposted
SIGGRAPH 2026 is here! If you're at LACC or the JW Marriott this week, don't miss: Khronos Fast-Forward (Mon, 1pm) for a rapid-fire tour of Vulkan, Slang, OpenXR, glTF, ANARI, and WebGL/WebGPU — plus deep-dives throughout the week on The State of Vulkan, glTF 2.1 and Beyond, OpenXR's move into […]
*Turn Cloud and Local LLMs into a genuine engineering teammate.* This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and specialize models for […] [Original post on fosstodon.org]
*Stop guessing at barriers. Start reasoning about dependencies.* Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with `vk::DependencyInfo` and timeline semaphores, then uses that foundation to architect […] [Original post on fosstodon.org]
Vulkan reposted
Khronos is heading to SIGGRAPH 2026, July 19-23 in Los Angeles, with a full week of courses, BOFs, and community events. The centerpiece is Wednesday, July 22 — our biggest BOF day of the conference, packed with back-to-back sessions covering the full breadth […] [Original post on fosstodon.org]
*Take your Vulkan renderer into stereo, headset, and beyond.* The most expansive series in the collection, walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything needed to ship real […] [Original post on fosstodon.org]
*From rigged mesh to a living, physically-simulated character* New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene […] [Original post on fosstodon.org]
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences. We're looking for talks from application developers, Vulkan implementers, framework builders, and […] [Original post on fosstodon.org]
Vulkan reposted
If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518 Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it! […] [Original post on fosstodon.org]
*Run trained neural networks on the GPU — your way, your pipeline.* A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, TVM, OpenXLA), or […] [Original post on fosstodon.org]
Vulkan is deprecating host-side ray tracing acceleration structure builds. #Vulkan is consolidating around a single, device-address-based path for acceleration structure builds, moving away from the host-side commands introduced back in 2020. If you're still […] [Original post on fosstodon.org]
"Unlock the GPU as a general-purpose engine, not just a rasterizer." This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup operations that let […] [Original post on fosstodon.org]
This great blog from NVIDIA describes the new descriptor heap feature in Vulkan that refactors resource binding from the ground up, addressing long-standing user feedback to streamline and bring greater parity to how it works in Direct3D 12 (D3D12). This post highlights what descriptor heaps add […]
Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing. SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent […]
New Vulkan sample: Rasterization Order Attachment Access This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass […]
Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's TBR best practices page is a great resource. The core idea: keep data on-chip. Quick wins: - Set loadOp/storeOp correctly on render pass attachments - Mark depth/stencil as DONT_CARE if you don't need them after the pass - Use compact […]
A new tutorial from Etay Meiri is out: https://www.youtube.com/watch?v=HmA0ytPjbK0 In this video he demonstrates how to use Specialization Constants in Vulkan.
Arm has done some major upgrades to Frame Advisor, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. The new updates significantly improves capture reliability, correctness, and long-term scalability for complex Vulkan workloads […]
LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer. This comprehensive guide serves as the go-to reference for configuring Vulkan layers. The new update brings greater consistency, easier discovery of layer features, and smoother workflows for […]
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required. Fully GPU-resident, no CPU hand-offs, and portable […] [Original post on fosstodon.org]
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. Learn more […] [Original post on fosstodon.org]
We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online! The full set of technical videos and downloadable slides covering keynotes, deep-dives, case studies, and panel sessions is now ready for the […] [Original post on fosstodon.org]
Vulkan has completely revamped the Vulkan subsystem with the release of the VK_EXT_descriptor_heap extension. In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with […] [Original post on fosstodon.org]
Vulkan reposted
The 2026 LunarG Vulkan Ecosystem Survey is LIVE! Your feedback shapes Vulkan's future: SDK tools, validation layers, extensions, platform support & more. Quick, anonymous, and it helps every dev in the ecosystem. Take it now! https://surveymonkey.com/r/LRFD7V6
Today the Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone. Initial support for these features is expected in the next Vulkan SDK release planned for Q1 […] [Original post on fosstodon.org]
Register now for Vulkanised 2026, the largest event dedicated to developers using the Vulkan API, and bring your questions to be answered by our world-leading panel of experts! Explore the agenda and register today: https://vulkan.org/events/vulkanised-2026 […] [Original post on fosstodon.org]
Khronos Group Welcomes Lisuan Technology as Contributor Member Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip […] [Original post on fosstodon.org]
Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. Learn from leading Vulkan experts and gain real-world insights into the latest Vulkan developments, extensions […] [Original post on fosstodon.org]
Newly released VK_EXT_present_timing extension combines two fundamental features: -The ability to receive timing feedback about previous presentation requests -The ability to explicitly specify a target presentation time for each request Learn more: https://khr.io/1m8 #vulkan
The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extension to a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more […]
The Vulkanised 2026 program has been released! The 2026 program includes keynote presentations, technical talks, a panel discussion, a developer tools roundtable, and application case-studies spanning a wide range of topics that matter to everyone using Vulkan […] [Original post on fosstodon.org]
LunarG Achieves Vulkan 1.3 Conformance with KosmicKrisp on Apple Silicon https://www.lunarg.com/lunarg-achieves-vulkan-1-3-conformance-with-kosmickrisp-on-apple-silicon/
In this tutorial series from SIGGRAPH, we enhance a Vulkan renderer with ray tracing features to implement real-time pixel-perfect shadows (with and without transparency) and a bonus reflection effect. You will work with provided scaffolded code (based on the Vulkan Tutorial) and fill in key […]
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on […] [Original post on fosstodon.org]
This Sunday is the deadline for submissions for Vulkanised 2026. Submit your title and short abstract today! Vulkanised 2026 submissions: https://vulkan.org/events/vulkanised-call-for-submissions#how-to-submit #vulkan #gpu #api
Next week at X.Org Developer's Conference there will be a half dozen sessions on the Vulkan API including tips and tricks for Vulkan Conformance Test Suite, KosmicKrisp - a Vulkan to Metal layered driver, and more. Check out all the Vulkan sessions at […] [Original post on fosstodon.org]
The Vulkanised 2026 call for submissions ends in less than a month. Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future […]