![]() Khronos and the Vulkan community will support Vulkan 1.2 in a wide range of open source compilers, tools, and debuggers by the end of January 2020. Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. The Khronos Group announces the release of the Vulkan 1.2 specification for GPU acceleration. We hope this website becomes a new focal point for the Vulkan community and improves the Vulkan development experience for both new and experienced developers. If you have a Vulkan project that you would like to let us know about, please use the linked form on the Made with Vulkan page above the showcase. There is also now a dedicated “Made with Vulkan” showcase which is a living list of Vulkan content and reveals just how powerful and versatile the API is. As such you’ll notice much more prominent use of imagery across the site that will be updated as time goes on and new content is available. ![]() Vulkan is enjoying a boom in adoption by world class developers and we want to make sure we are showcasing this exciting content to our visitors. This is a huge improvement and it let’s developers discover new tools or quickly find their go to favorites. The new site has a whole page dedicated to Vulkan tools and support, giving developers access to SDKs, profilers, debuggers, libraries, language bindings, game engines and frameworks all easy to navigate to through a series of quick buttons. ![]() If you need the Vulkan Specification, SDK or Guide you can just jump straight there, no digging needed. With this in mind, each page has buttons in the banner leading straight to the most essential and popular resources. ![]() Our primary goal with the new site was to place key resources prominently to allow developers to quickly and easily find what they need. The new website allows us to gather all these currently disparate internal and community resources in a single, easily navigable place. The old website performed that role admirably, but Vulkan has come a long way and we now have a large and increasing amount of tools, libraries, educational material, and news to showcase that a single page website cannot handle. The original Vulkan website was designed for the launch of a cutting edge new API that would, initially, have limited official materials and community content. Don’t worry, Vulkan is still maintained and owned by The Khronos Group we just felt that it had outgrown its old website now that it has been five years since the Vulkan 1.0 launch. It has been a while in the making but we are very excited to launch the new Vulkan website to the community. Once more of this work is in Mesa Git there will surely be more Zink benchmarks on Phoronix.The Vulkan website has a new home and look! Some of the Zink improvements have been working their way into Mesa 20.3-devel but hopefully more of his improvements will reach mainline soon. He shared news of the 68.5% hit via his blog along with notes on some compute shader fixes that help SuperTuxKart and other work. Seeing a generic OpenGL-on-Vulkan solution perform at nearly 70% the speed of Intel's well-tuned (and well funded) OpenGL driver is quite an accomplishment and even more exciting is that Mike continues making good progress on even more optimizations and other improvements. The Zink Gallium3D code for Mesa that is mapping OpenGL on top of the Vulkan API continues making great progress particularly with the near-daily work by developer Mike Blumenkrantz.Īfter taking the Zink OpenGL-on-Vulkan code to experimental OpenGL 4.6 support in his development code-base, he's been working on tuning the performance.Īfter 50~100% performance boosts and even more optimizations after that, Blumenkrantz ended September with Zink performing at roughly half the speed of Intel's Iris Gallium3D OpenGL "native" driver with the hardware he has been testing.īut now mid-way through October he has taken the demanding Unigine Heaven tech demo on Zink to running at about 68.5% the speed of the native Intel OpenGL driver.
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