Khronos presented Developer Day Japan in Osaka on May 11, 2023. LunarG was there to share three presentations. Leading experts in OpenXR and Vulkan, including Spencer Fricke of LunarG, presented on a variety of topics (listed below).

Continue reading “Khronos Osaka Dev Day Video and LunarG Presentation Slides Available”

LunarG shared three technical BoF presentations at SIGGRAPH 2022. Topics presented include: 1) Vulkan Synchronization Validation Tutorial and Update, 2) Vulkan SDK Tools to Use and Create Vulkan Profiles, and 3) Vulkan SDK Benefits and Enhancements Over the Past Year.

Continue reading “LunarG Presents Vulkan Technical Sessions at SIGGRAPH 2022”

This updated white paper, The State of Vulkan on Apple Devices, discusses how Vulkan can be layered over the native Metal API to support Vulkan development on macOS, iOS, and tvOS devices by using MoltenVK.

 

LunarG has removed the September 2021 white paper, Creating Portable Vulkan Applications Using DevSim, from the LunarG.com site because DevSim has been deprecated.

LunarG has published a new white paper that explains the new Vulkan Profiles Toolset Solution, which helps to make the Vulkan capabilities requirements explicit between the application and the domain. Vulkan Profiles are a tool to help developers create portable Vulkan applications within a specific Vulkan domain.

Please download Vulkan SDK 1.3.204.1 for the latest Vulkan Profiles fixes.

Click here to read the Vulkan Profiles Toolset Solution white paper.

LunarG has released a new white paper describing the new Vulkan Portability Enumeration Extension from Khronos.

Vulkan® Portability™ aims to counter platform fragmentation by encouraging layered implementations of Vulkan functionality over Metal, DX12, and other APIs. Vulkan Portability enables Vulkan applications to be reliably deployed across diverse platforms.

Khronos released a provisional version of Vulkan Portability Extension 1.0 in September 2020. The VK_KHR_portability_subset extension allows a non-conformant Vulkan implementation to be built on top of another non-Vulkan graphics API and identifies the difference between that implementation and a fully-conformant native Vulkan implementation. The extension is detailed in the Vulkan Specification.

For already released applications that are expecting to see only fully Vulkan conformant devices, a backward-compatibility issue exists. To solve the backward-compatibility issue, Khronos has released the new Vulkan Loader extension, VK_KHR_portability_enumeration. The purpose of this extension is to enable or disable enumeration of portability (non-conformant) implementations.

Click here to view the LunarG white paper.

More information about LunarG

LunarG’s software engineering experts create innovative products and services for open source and commercial customers using leading-edge 3D graphics and compute technologies, including Vulkan, OpenXR, SPIR-V, and OpenGL. We have strengths in performance analysis and tuning, runtime and tools development, shader optimizations, driver development, and porting engines and applications to Vulkan. Our software engineering team is based in Fort Collins, Colorado. LunarG was founded by software experts who are passionate about 3D graphics.

For more information about LunarG, please check out our website.

With the recent release of Vulkan 1.3, LunarG has updated the Vulkan loader to support the new API version and to incorporate other important changes made in the last six months. Click here to read the white paper describing the updates.

LunarG has published a new white paper that explains the new Vulkan Profiles Toolset Solution, which helps to make the Vulkan capabilities requirements explicit between the application and the domain. Vulkan Profiles are a tool to help developers create portable Vulkan applications within a specific Vulkan domain.

Please download Vulkan SDK 1.3.204.1 for the latest Vulkan Profiles fixes and some updates to layer settings documentation.

Click here to read the Vulkan Profiles Toolset Solution white paper.

2021 Vulkan Ecosystem Survey Results are in!

The LunarG December 2021 SDK and Ecosystem Survey results have been tabulated! Read on to learn our ecosystem improvement plan for 2022. Continue reading “2021 Vulkan Ecosystem Survey Results are in!”

Shader validation caching is a feature recently added to the Vulkan Validation Layers. It is useful because it avoids the delays involved in re-validating shaders that have already been previously validated.

Continue reading “Vulkan Productivity Feature: Shader Validation Caching”

The Device Simulation Layer (also called Devsim) helps developers write applications that can be used on multiple platforms while following the Vulkan specification. To ensure an application properly handles multiple platforms, these checks must be run on all platforms of interest to the developer. Combinations of GPUs, ICDs, drivers, and operating systems to name a few factors create an exponential number of possible test platforms, which is infeasible for a developer to obtain and maintain. DevSim can help solve this problem. For example, DevSim can be configured as though the application is running on a device with the minimum properties, features, and limits defined by the Vulkan specification.

Please read the new white paper, Creating Portable Vulkan Applications Using DevSim, to learn how to use this valuable tool.