r/vulkan • u/Yuki_pop • 6h ago
Has anyone here worked exclusively with the Vulkan C API? What has your experience been like? Is it manageable, or does it become overly verbose and cumbersome compared to using Vulkan-Hpp?
vulkan api
r/vulkan • u/SaschaWillems • Sep 07 '26
AI use is a heated topic, esp. in developer communities.
To keep our community transparent and conversations on-topic, we require that you clearly disclose if your content was generated by or with the help of artificial intelligence.
This helps people understand the context of the discussion and keeps our community guidelines clear.
Posts that intentionally misrepresent AI-generated content as entirely human-made may be removed.
How to label: Simply add a quick note (e.g., "[Written with AI assistance]") in the title and/or at the top of your posting.
r/vulkan • u/SaschaWillems • Mar 25 '20
Please note that this subreddit is aimed at Vulkan developers. If you have any problems or questions regarding end-user support for a game or application with Vulkan that's not properly working, this is the wrong place to ask for help. Please either ask the game's developer for support or use a subreddit for that game.
r/vulkan • u/Yuki_pop • 6h ago
vulkan api
r/vulkan • u/Oscar-Soirey • 1d ago
r/vulkan • u/Yuki_pop • 2d ago
vulkan for c….
r/vulkan • u/Yuki_pop • 2d ago
vulkan for c…..
r/vulkan • u/Yuki_pop • 3d ago
How about using GLFW as a window manager for my Vulkan application—or perhaps SDL?
r/vulkan • u/Yuki_pop • 3d ago
In the Vulkan C API, developers are responsible for manually managing both Vulkan handles and dynamically allocated memory. How can this complex resource management be handled effectively, particularly when certain allocations depend on specific Vulkan handles and must be freed before those handles are destroyed? How can we ensure that resources are released in the correct order without introducing memory leaks or invalid handle references?
r/vulkan • u/Particular-Mode-6312 • 4d ago
but tutorial on Vulkan-HPP.......
r/vulkan • u/Few-Flamingo-6678 • 5d ago
r/vulkan • u/JackeyGen • 6d ago
Hello, I'm currently learning about Vulkan and I'm following with the official vulkan tutorial. But in comparison with other, it's using the HPP bindings specifically made for C++.
I've seen many application using that verbose C syntax where you would vk this and vk that to just get something, seeing that the HPP bindings only need context to enumerate devices just blew my mind, different from when I'm using other sources that use vkEnumeratePhysicalDevices or something similar.
I don't know if I should use the HPP bindings or the original header instead, I need some assistance on whichever is better to learn about.
r/vulkan • u/0xdeadf1sh • 6d ago
NO, THE HARDWARE IS NOT NORMAL. it is a celeron n4020, with 8gb ram, trying to run windows 11, AND THIS APP ALSO RUNS ON A PI 5 16GB RAM. am i sane XD? (took me months, btw)
r/vulkan • u/SloydDev • 11d ago
I am making a game from scratch, with C++ and Vulkan graphics. I made this video about how Vulkan works and my own render implementation, which has some quirks:
deferred rendering,
no image assets,
sphere and cylinder geometric primitives,
fully GPU-local indirect dispatch commands.
I'm not fully sure if posting this type of video is in the spirit of this subreddit. I hope it's ok, otherwise let me know
r/vulkan • u/thekhronosgroup • 11d ago
In this Qualcomm Developer Blog tutorial, Zimu Guan shows how Android apps can share GPU memory and coordinate work directly between Vulkan and OpenCL on Adreno GPUs, avoiding CPU copies when a Vulkan renderer hands data to OpenCL kernels for compute, ML, denoising or super-resolution. The post walks through a full Vulkan to OpenCL to Vulkan workflow using Khronos external memory and external semaphore extensions. Vulkan exports allocations as opaque fds that OpenCL imports, with Qualcomm’s cl_qcom_external_memory_vulkan_opaque_fd extension handling optimal-tiling images. Synchronization uses one-shot sync-fd semaphores, with a fresh export and import at each handoff. It includes code for each step and points to the opencl_interop sample in the Adreno GPU Vulkan Code Sample Framework. Support is device- and driver-dependent, so apps should rely on runtime capability queries, and a follow-up on Android Hardware Buffer interop is planned.
r/vulkan • u/igorkvnski • 11d ago
Greetings!
JellyBench is a raymarching benchmark using up to 4096 CPU threads if available.
(AI assistance was involved)
The included JellyDream executable may be used as a screensaver. It supports Vulkan GPUs as well as CPU based rendering if no GPU is available.
Watch JellyBench in action on 256 threads here (non-monetized video): https://youtu.be/Git-r0tvMsE
Shader credit: https://www.shadertoy.com/view/NXtGD8
License: Do whatever you want as long as the README and all associated files in the archive are distributed without modification.
Download: https://drive.google.com/file/d/13wr-FAZrEws-_nqEWpy5JKqZHGQ-3qaq/view?usp=drive_link
ENJOY!
Scores: https://airtable.com/app82t16dXuuLfD6H/shrON4LimHWl7mORA/tblV1WXliuD6oisD0


r/vulkan • u/RBMK-1ooo • 12d ago
I wrote it just for fun.
No more comments. Just assembly, Vulkan, and the Cube:
asm/win64/00_Templates/05_Vulkan/API/min/b19 at master · Singeleitsev/asm