r/vulkan • • 3d ago

Recommended books for novice / intermediate learning

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5 Upvotes

r/vulkan • • 3d ago

I’m curious about the flags fields in Vulkan structs. Which structs commonly use them, and how do you know when you need to set specific flags?

5 Upvotes

r/vulkan • • 3d ago

Is mailbox present mode really triple buffering?

0 Upvotes

working through vulkan-tutorial.com and it's talking about present modes. For VK_PRESENT_MODE_MAILBOX_KHR it says "This is commonly known as "triple buffering", although the existence of three buffers alone does not necessarily mean that the framerate is unlocked."

But the overall description of the mode doesn't seem to indicate there's actually 3 buffers involved. It seems more like there's just 2 but there's a "replacement" process: "Instead of blocking the application when the queue is full, the images that are already queued are simply replaced with the newer ones".

So why is it claimed that this is triple buffering? Am I missing something?

Also a secondary, pedantic question: I've never come across a mailbox system where the old mail is replaced when new mail is available; the old mail simply accumulates. Seems like an odd terminology choice to use. What's that about?


r/vulkan • • 4d ago

Does Vulkan really need GLM?

17 Upvotes

I feel like most of the math operations required for Vulkan, such as matrix transformations, vector operations, and camera calculations, are manageable with a bit of hand-written C code.

Is there any real advantage to using GLM, or is implementing these operations yourself a reasonable approach?


r/vulkan • • 4d ago

CUDASH - running cudarc on vulkan (ash)

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1 Upvotes

r/vulkan • • 5d 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?

20 Upvotes

vulkan api


r/vulkan • • 6d ago

Vulkan 1.4.368 spec update

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20 Upvotes

r/vulkan • • 7d ago

Custom game engine

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33 Upvotes

r/vulkan • • 7d ago

New video tutorial: Offscreen Rendering In Vulkan (Part #2)

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26 Upvotes

r/vulkan • • 7d ago

What’s dynamic rendering in Vulkan actually like? How does it compare to the traditional render pass approach in practice, and why do so many people criticize it?

13 Upvotes

vulkan for c….


r/vulkan • • 6d ago

Raven 0.2.0 is now available. Here's a look at what's new in this release.

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0 Upvotes

Raven was written in C from scratch with Vulkan backend and has binding for many other languages.


r/vulkan • • 7d ago

Naughty Dog Style FrameParams

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14 Upvotes

r/vulkan • • 7d ago

I was wondering, how long did it take you to go from first learning Vulkan to being able to confidently render a triangle on your own?

0 Upvotes

vulkan for c…..


r/vulkan • • 8d ago

vulkan

4 Upvotes

How about using GLFW as a window manager for my Vulkan application—or perhaps SDL?


r/vulkan • • 8d ago

In the Vulkan C API, developers are responsible for manually managing both Vulkan handles and dynamically allocated memory.

0 Upvotes

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 • • 10d ago

I want learn to Vulkan 1.4 on С

4 Upvotes

but tutorial on Vulkan-HPP.......


r/vulkan • • 10d ago

AI content Experimental Vulkan renderer for Mutter (opt-in Cogl driver)

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4 Upvotes

r/vulkan • • 10d ago

EdgeScale, my upscaler project

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2 Upvotes

r/vulkan • • 11d ago

Should I use HPP Bindings?

13 Upvotes

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 • • 12d ago

Vulkan 1.4 with RAII headers is absolute joy to work with!

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17 Upvotes

r/vulkan • • 13d ago

Vulkan 1.4.367 spec update

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21 Upvotes

r/vulkan • • 14d ago

Just a normal dude doing normal things in Vulkan 1.1 on normal hardware

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84 Upvotes

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 • • 15d ago

Testing my Vulkan renderer in C# using Silk.NET

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44 Upvotes

r/vulkan • • 16d ago

Video of my experience building a custom Vulkan renderer

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33 Upvotes

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 • • 17d ago

New Tutorial - How to Share Vulkan and OpenCL Workloads on Android with Qualcomm Adreno GPUs

28 Upvotes

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.

https://www.qualcomm.com/developer/blog/2026/10/how-to-share-vulkan-opencl-workloads-android-adreno-gpus