Vulkan Guide
The Vulkan Guide is designed to help developers get up and going with the world of Vulkan. It is aimed to be a light read that leads to many other useful links depending on what a developer is looking for. All information is intended to help better fill the gaps about the many nuances of Vulkan.
Logistics Overview
- What is Vulkan?
- What you can do with Vulkan
- Vulkan Spec
- Platforms
- Checking for Support
- Versions
- What is SPIR-V?
- Portability Initiative
- Vulkan CTS
- Vulkan Development Tools
Using Vulkan
- Loader
- Layers
- Querying, Extensions, and Features
- WSI
- pNext and sType
- Synchronization
- Memory Allocation Strategy
- Pipeline Caching/Derivatives
- Threading
- Common Pitfalls
When and Why to use Extensions
- VK_EXT_inline_uniform_block
- VK_EXT_memory_budget
- VK_EXT_memory_priority
- VK_EXT_shader_subgroup_ballot and VK_EXT_shader_subgroup_vote
- VK_EXT_transform_feedback
- External Memory and Sychronization
VK_KHR_external_fence,VK_KHR_external_memory,VK_KHR_external_semaphore, etc
- Cleanup Extensions
VK_KHR_get_memory_requirements2,VK_KHR_get_physical_device_properties2,VK_KHR_bind_memory2,VK_KHR_create_renderpass2

