Conservative rasterization in Vulkan using VK_EXT_conservative_rasterization

I have added a new example to my open source C++ Vulkan examples that demonstrates the basic use of conservative rasterization using the VK_EXT_conservative_rasterization extension. This has been missing from Vulkan some time now (while other APIs already offer this feature) but has recently been added and is already support by at least NVIDIA. Conservative rasterization changes the way fragments are generated, and enabling over estimation generates fragments for every pixel touched instead of only pixels that are fully covered. [Read More]

How-to video: Debugging a non-visible model in Vulkan using RenderDoc

One of the most common Vulkan related that I’m seeing a lot is about rendering stuff that somehow ends up being not visible on the screen, even though technically everything looks okay (no validation layer errors, correct buffer uploads, etc.). Luckily there are debugging tools tools like RenderDoc that can help locating and fixing such problems. But not everyone knows about such tools or how to use them for debugging these kind of problems. [Read More]

Vulkan glTF 2.0 C++ phyiscal based rendering

I have released the first working version of a separate (from the examples) Vulkan physical based rendering example that uses the glTF 2.0 model file format. The repository can be found at https://github.com/SaschaWillems/Vulkan-glTF-PBR. glTF is a royalty free format specification by the Khronos Group and is a new format for 3D models gaining lots of traction. With version 2.0 it also added several PBR extensions and definitions. I decided to make this a stand-alone project instead of “just” another example in my Vulkan C++ example repository to make it easier getting into the code. [Read More]

New Vulkan example: Cascaded shadow mapping

In what is most probably my last Vulkan example for 2017 I have added a cascaded shadow mapping example to my open source Vulkan C++ example repository: One big problem of traditional shadow mapping, esp. with large outdoor scenes is the resolution you get as one single shadow map has to cover the whole camera spectrum. With cascaded shadow maps the frustum is split up into multiple frustums (along scene depth) with each getting it’s own, full-resolution, depth map. [Read More]

Combined Vulkan and OpenGL ES listing for android

Upon popular request I finally got around combining android device data from my Vulkan and OpenGL ES hardware databases into a convenient table. This should be handy if you plan on supporting both apis on Vulkan or if you just need to check for general device support. The new page can be reached via https://android.gpuinfo.org/ It combines all android device reports from the Vulkan database with all reports from the OpenGL ES database and also uses google’s official device list for translating device IDs (stored with Vulkan and OpenGL ES reports) into actual retail names. [Read More]

Headless Vulkan examples

I have just added two minimal, mostly self-contained cross-platform headless Vulkan examples to my open source C++ Vulkan repository. Unlike the other examples in my repository these two don’t require a surface (created from a window) and as such can be run on systems with no window compositor. The intention behind the two examples is to show how Vulkan can be used for running graphics and compute tasks without the need for an actual user interface to be present i. [Read More]

How to shrink down a git(hub) repository

Starting point With my Vulkan C++ example github repository approaching 200 MB in size I decided it was about time to shrink it down to a reasonable size again. Shrinking a git(hub) repository isn’t just about deleting locally present files but requires cleaning up the history as files that have been removed are still present in the repository’s history and therefore still contribute to it’s size. A big chunk of the repo’s size is caused by binary assets like textures and 3d models. [Read More]

Delphi/Pascal OpenGL Header updated to 4.6

The Delphi/Pascal OpenGL headers have been updated to support OpenGL 4.6. The current version of this header can always be found at the github repository, the 4.6 release has also been tagged. This version adds support for all ARB extensions added to OpenGL 4.6 and brings a few cross-platform fixes (mostly for Free Pascal) along with a few fixes and added constants for a few extensions that have been missing. [Read More]

The Vulkan Device Simulation Layer

LunarG recently made the new Vulkan Device Simulation layer public. This is a Vulkan instance level layer that injects physical device properties, limits and features based on a json input file, simulating different features than the actual Vulkan device you are running on. The idea behind this is to help developers check if their Vulkan applications can handle devices with missing features and tighter limits without having to actually run on a such a device. [Read More]

iOS and macOS support added to the Vulkan examples

Thanks to a contribution from Bill Hollings, one of the developers from MoltenVK , my open source C++ Vulkan examples now also support Apple’s iOS and macOS platforms. MoltenVK is a commercial Vulkan implementation that runs on top of Apple’s Metal api with a free trial available. Details on how to build and run the examples for those platforms can be found in this readme. Note that not all examples will work on iOS or macOS due to the differences in supported features like geometry or tessellation shaders not being available in Metal. [Read More]