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1000 results for “vulkan”

  1. That is a really strange one, when using bots timeline AND binary semaphores in a single vkQueueSubmit: docs.vulkan.org/spec/latest/ch
    Thought that would crash my application but it works and makes bridging timeline to binary semaphores to control swapchain presentation A LOT cleaner to handle! #Vulkan #graphicsprogramming #gamedev #enginedevelopment

  2. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  3. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  4. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  5. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  6. Island: Wissenschaftler wollen erstmals Vulkan anbohren

    Forscher wollen eine Magmakammer mit flüssigem Gestein unter dem isländischen Krafla-Vulkan anbohren. Die Herausforderungen bei diesem Projekt sind gewaltig, aber auch der mögliche Erkenntnisgewinn. Von F. Bäumer.

    ➡️ tagesschau.de/wissen/forschung

    #Vulkan #Magma #Wissenschaft

  7. 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: khronos.org/events/xdc-2025

  8. 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 across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin

  9. 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 R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR.
    lisuantech.com/

  10. 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 R&D, top-level architecture design, software stack design, and mass production. They are interested in , , , , , , and .
    lisuantech.com/

  11. 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 R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR.
    lisuantech.com/

  12. 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 R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR.
    lisuantech.com/

  13. 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 R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR.
    lisuantech.com/

  14. Once @microsoft 's Shader Model 7 is released, #DirectX 12 will accept shaders compiled to SPIR-V. Microsoft is working with the Khronos #SPIR and #Vulkan Working Groups to ensure that this transition benefits the whole development ecosystem.

    devblogs.microsoft.com/directx

  15. It seems that #Vulkan could be the real alternative for using #AI on GPUs or CPUs of any brand, without necessarily having to rely on #CUDA or #AMD's #ROCm. I thought #SYCL was the alternative. This might finally free us from of monopoly #Nvidia.
    #Khronos