vulkan-tutorial | vulkan-tutorial with python | Learning library

 by   mackst Python Version: Current License: MIT

kandi X-RAY | vulkan-tutorial Summary

kandi X-RAY | vulkan-tutorial Summary

vulkan-tutorial is a Python library typically used in Tutorial, Learning applications. vulkan-tutorial has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

vulkan-tutorial with python
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              vulkan-tutorial has a low active ecosystem.
              It has 25 star(s) with 4 fork(s). There are 3 watchers for this library.
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              It had no major release in the last 6 months.
              vulkan-tutorial has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vulkan-tutorial is current.

            kandi-Quality Quality

              vulkan-tutorial has 0 bugs and 0 code smells.

            kandi-Security Security

              vulkan-tutorial has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              vulkan-tutorial code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              vulkan-tutorial is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              vulkan-tutorial releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              It has 17078 lines of code, 1503 functions and 31 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed vulkan-tutorial and discovered the below as its top functions. This is intended to give you an instant insight into vulkan-tutorial implemented functionality, and help decide if they suit your requirements.
            • Overrides resize event
            • Re - create the swap chain
            • Cleanup the swap chain
            • Allocates the command buffers
            • Returns a string describing the depth
            • Returns the number of supported formats
            • Return a translation matrix
            • Translate a matrix
            Get all kandi verified functions for this library.

            vulkan-tutorial Key Features

            No Key Features are available at this moment for vulkan-tutorial.

            vulkan-tutorial Examples and Code Snippets

            No Code Snippets are available at this moment for vulkan-tutorial.

            Community Discussions

            QUESTION

            Vulkan : How could queues support different features? / VkQueue implementation
            Asked 2022-Apr-03 at 21:56

            In my understanding, VkPhysicalDevice represents an implementation of Vulkan, which could be represented as a GPU and its drivers. We are supposed to record commands with VkCommandBuffers and send them through queues to, potentially, multithread the work we send to the gpu. That is why I understand the fact there can be multiple queues. I understand as well that QueueFamilies groups queues depending on the features they can do (the extensions available for them e.g. presentation, as well as graphics computations, transfer, etc).

            However, if a GPU is able to do Graphics work, why are there queues unable to do so? I heard that using queues with less features could be faster, but why? What is a queue concretely? Is it only tied to vulkan implementation? Or is it related to hardware specific things?

            I just don't understand why queues with different features exist, and even after searching through the Vulkan doc, StackOverflow, vulkan-tutorial and vkguide, the only thing I found was "Queues in Vulkan are an “execution port” for GPUs.", which I don't really understand and on which I can't find anything on google.

            Thank you in advance for your help!

            ...

            ANSWER

            Answered 2022-Apr-03 at 21:56

            A queue is a thing that consumes and executes commands, such that each queue (theoretically) executes separately from every other queue. You can think of a queue as a mouth, with commands as food.

            Queues within a queue family typically execute commands using the same underlying hardware to process them. This would be like a creature with multiple mouths but all of them connect to the same digestive tract. How much food they can eat is separate from how much food they can digest. Food eaten by one mouth may have to wait for food previously eaten by another to pass through the digestive tract.

            Queues from different families may (or may not) have distinct underlying execution hardware. This would be like a creature with multiple mouths and multiple digestive tracts. If a mouth eats, that food need not wait for food from a different mouth to digest.

            Of course, distinct underlying execution hardware is typically distinct for a reason. Several GPUs have specialized DMA hardware for doing copies to/from device-local memory. Such hardware will typically expose a queue family that only allows transfer operations, and those transfer operations may be restricted in their byte alignment compared to transfers done on graphics-capable queues.

            Note that these are general rules. Sometimes queues within a family do execute on different hardware, and sometimes queues between families use much of the same hardware. The API and implementations don't always make this clear, so you may have to benchmark different circumstances.

            Source https://stackoverflow.com/questions/71729064

            QUESTION

            What are layout transitions in graphics programming
            Asked 2022-Feb-05 at 00:39

            I'm following vulkan-tutorial.com and in the images portion of the tutorial it mentions layout transitions, but doesn't elaborate on what they are. I don't like to copy and paste code without knowing exactly what it does and I can't find a sufficient explanation in the tutorial or on google.

            ...

            ANSWER

            Answered 2022-Feb-05 at 00:39

            A layout transition is exactly what those words mean. It's when you transition the layout of an image sub-resource from one layout to another. So your question really seems to be... what is a layout?

            In the Vulkan abstraction, images are composed of sub-resources. These represent distinct sections of an image which can be manipulated independently of other sections. For example, each mipmap level of a mipmapped image is a sub-resource.

            At any particular time an image sub-resource is being used by a GPU process, that sub-resource has a layout. This is part of the Vulkan abstraction of GPU operations, so exactly what it means to the GPU will vary from chip to chip.

            The important part is this: layouts restrict how you can use an image sub-resource. Or more to the point, in order to use an image sub-resource in a particular way, it must be in a layout which permits that usage.

            When a sub-resource is in the VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL layout, you can only perform operations which read from the sub-resource within a shader. The shader cannot write to the image, nor can the image be used as a render target.

            Now, the general layout allows pretty much any use. However, this also can represent less optimal performance. Any of the more restricted layouts can make those accesses to the image more performance-friendly (depending on hardware).

            So it is your job to keep track of the layout of any image sub-resources you plan to use. Now for most images, you're going to use destination transfer layout to upload to them, and then just leave them as shader read-only, because you don't generally use most images more arbitrarily. So generally, this means keeping track of render targets that you want to read from, as well as swapchain images (you have to transition them to the present layout before presenting them).

            Layout transitions typically happen as part of an explicit dependency between two operations. This makes sense; if you're uploading data to an image, and you later want to read from it, you need a dependency between the upload and the read. You may as well do the layout transition then, since the transition can modify the way the bytes of the image are stored, so you need the transfer to be done first.

            Source https://stackoverflow.com/questions/70994254

            QUESTION

            Why do I get "Invalid VkShaderModule Object" error?
            Asked 2022-Jan-22 at 00:25

            I'm learning Vulkan following vulkan-tutorial.com.

            I'm stuck because I can't figure out why I'm getting this error when creating the graphics pipeline.

            ...

            ANSWER

            Answered 2022-Jan-22 at 00:25

            I finally found the problem: I was destroying the shader modules too early. Looks like you have to keep the shader modules alive ultil after you have created the pipeline.

            This is the fixed code

            Source https://stackoverflow.com/questions/70778780

            QUESTION

            Vulkan: Loading floating point cubemap textures distorted
            Asked 2022-Jan-20 at 11:45

            I am using vulkan-tutorial codes and i made modify for cubemap. when i use VK_FORMAT_R8G8B8A8_UNORM is working with this code:

            ...

            ANSWER

            Answered 2022-Jan-20 at 11:45

            i fixed the problem. problem was that i want to use half float but i was sending float to memcpy function.i searched how can i use half float and i found a solution without using extra library.

            what i did add helper functions :

            Source https://stackoverflow.com/questions/70760991

            QUESTION

            a lot of LNK2019 errors trying to follow vulkan tutorial
            Asked 2021-Sep-01 at 13:25

            I was following this tutorial on vulkan but I'm having trouble setting up the environment. My code looks exactly the same. I don't know what else to send here other than the logs since I have no clue what I could've done wrong. There were a lot more errors but stackoverflow didn't let me post, they were all pretty much the same tho. Here's the error log:

            ...

            ANSWER

            Answered 2021-Sep-01 at 13:25

            To fix the issue I went into my Linker > Input > Additional Dependencies and checked the box that says "Inherent from parents or project defaults" and it now compiles without any errors.

            Source https://stackoverflow.com/questions/69004409

            QUESTION

            What's mean "VkPipelineColorBlendAttachmentState contains the configuration per attached framebuffer"?
            Asked 2021-Aug-29 at 03:18

            I read the Color blending Vulkan tutorial.

            and this page says :

            The first struct, VkPipelineColorBlendAttachmentState contains the configuration per attached framebuffer and the second struct, VkPipelineColorBlendStateCreateInfo contains the global color blending settings.In our case we only have one framebuffer

            The second structure references the array of structures for all of the framebuffers

            However, in Framebuffers chapter, framebuffers were created as many as the number of imageView.

            But the code associated with it is the same.

            And per-framebuffer struct no framebuffer-related members.

            How attach color blend attachment to framebuffer?

            My guess is that automatically attachment VkFramebufferCreateInfo::pAttachments when command recording(render pass begin), it's right?

            or VkSubpassDescription::pColorAttachments ?

            because specification say:

            The value of attachmentCount must be greater than the index of all color attachments that are not VK_ATTACHMENT_UNUSED in VkSubpassDescription::pColorAttachments or VkSubpassDescription2::pColorAttachments for the subpass in which this pipeline is used.

            ...

            ANSWER

            Answered 2021-Aug-29 at 03:18

            Sometimes, tutorials do not use proper wording. This is one of those times.

            Recall that a pipeline is built against a specific subpass of a specific render pass. Also recall that subpasses have a list of (among other things) color attachments that represent the render targets for rendering operations in that subpass.

            What the tutorial means is that VkPipelineColorBlendAttachmentState defines the blend state for a particular attachment in the subpass designated by the pipeline. The array of VkPipelineColorBlendAttachmentState structs mirrors the array of color attachments used in the subpass the pipeline is being built for. So the third element of VkPipelineColorBlendStateCreateInfo::pAttachments corresponds to the third element in VkSubpassDescription::pColorAttachments for the subpass the pipeline is being built for.

            For some reason, this tutorial refers to these attachments as "attached framebuffer," as this is absolutely the wrong term to use. They're just attachments.

            Framebuffers provide the images that will be used as attachments when you begin a render pass. But the pipeline doesn't (really) care what image object you use. It cares about what color attachment in the subpass you're talking about.

            Source https://stackoverflow.com/questions/68968720

            QUESTION

            What's the difference between Vulkan's descriptor set layouts and `VkWriteDescriptorInfo`?
            Asked 2021-Aug-26 at 15:15

            I'm following the Vulkan tutorial about uniform buffers and I'm confused as to why we need to provide descriptor set layouts where all the informations they provide seem to already be in the VkWriteDescriptorSet structures with pass in to function vkUpdateDescriptorSets.

            Why does Vulkan need both pieces of information and not just what we provide through vkUpdateDescriptorSets?

            From the tutorial's code:

            ...

            ANSWER

            Answered 2021-Aug-26 at 15:15

            You need a descriptor set layout before you write to a descriptor set for the same reason you need a class before you can instantiate it. You can't do A a; for some type A before you define what A is. VkWriteDescriptorSet is like doing a.x = whatever; it doesn't make sense until you know what a is, and that requires having the class definition for A.

            Descriptor set layouts define what a descriptor set looks like. It specifies all of the things that go into one. vkAllocateDescriptorSets is how you create an instance of a descriptor set layout (in our analogy, it's A a;, with the set being a). VkWriteDescriptorSet is how you provide the data that goes into a descriptor set (in our analogy, it's like a.x = whatever;, only potentially for multiple members).

            VkWriteDescrptorSet has a lot of data that is redundantly specified in the descriptor set layout so that the implementation does not have to store the set layout as raw data.

            Let's say that binding 2 in a descriptor set is a UBO of length X. And you want to attack a buffer range to that UBO descriptor. To do that, the implementation may need to know that it is a UBO descriptor and what its length is. If it does need to know that, then it would also need to store that information inside the descriptor set.

            That forces the implementation to store extra data that's only useful for writing to the descriptor. If that descriptor is only set once and never again or otherwise modified infrequently (as descriptors often are), the implementation has to keep a bunch of information around for no reason.

            So Vulkan makes you decide whether to keep the information around or not.

            Source https://stackoverflow.com/questions/68940277

            QUESTION

            What is the relationship between renderpass, graphics pipeline and draw call in vulkan?
            Asked 2021-Aug-21 at 13:37

            I have a basic knowledge about vulkan and compute graphic. I also have read the vulkan tutorial in https://vulkan-tutorial.com/ . However, I am confused about the relationship between renderpass, graphics pipeline and draw call.

            From vulkan API, the graphics pipeline only can hold one renderpass. Does it mean multi-renderpass would need creating multiple graphics pipelines?

            Draw call command is recorded in a renderpass, it does not specify any render target, although a renderpass may contain multiple render targets. Does it mean a renderpass only need a draw call? But I often hear something about draw call limits. It seems multiple draw calls likely happen in a renderpass. Why need multiple draw calls?

            ...

            ANSWER

            Answered 2021-Aug-21 at 13:37

            A graphic pipeline does not "hold" a render pass at all. It is created with respect to a render pass:

            renderPass is a handle to a render pass object describing the environment in which the pipeline will be used; the pipeline must only be used with an instance of any render pass compatible with the one provided.

            Specifically, it is created with respect to a subpass of a render pass (also a field of VkGraphicsPipelineCreateInfo). You can only use a graphics pipeline when a render pass instance compatible with renderPass is active and when the given subpass of that render pass is active.

            Subpasses determine which render pass attachments will be rendered to by any rendering operation. So the fragment shader outputs are routed to the active attachments, as specified in the render pass's subpass data for that subpass.

            Draws happen with respect to whatever graphics pipeline is current, and render to the attachments specified by the graphics pipeline's outputs and routed to the attachments for the current subpass of the current render pass instance.

            Source https://stackoverflow.com/questions/68871917

            QUESTION

            What does "VkImageMemoryBarrier::srcAccessMask = 0" mean?
            Asked 2021-Aug-20 at 13:48

            I just read Images Vulkan tutorial, and I didn't understand about "VkImageMemoryBarrier::srcAccessMask = 0".

            code:

            ...

            ANSWER

            Answered 2021-Aug-20 at 13:48

            0 access mask means "nothing". As in, there is no memory dependency the barrier introduces.

            Implicit synchronization means Vulkan does it for you. As the tutorial says:

            One thing to note is that command buffer submission results in implicit VK_ACCESS_HOST_WRITE_BIT synchronization

            Specifically this is Host Write Ordering Guarantee.

            Implicit means you don't have to do anything. Any host write to mapped memory is already automatically visible to any device access of any vkQueueSubmit called after the mapped memory write.

            Explicit in this case would mean to submit a barrier with VK_PIPELINE_STAGE_HOST_BIT and VK_ACCESS_HOST_*_BIT.

            Note the sync guarantees only work one way. So CPU → GPU will be automatic\implicit. But GPU → CPU always need to be explicit (you need a barrier with dst = VK_PIPELINE_STAGE_HOST_BIT to perform memory domain transfer operation).

            Source https://stackoverflow.com/questions/68861090

            QUESTION

            Vulkan validation layer CreateDebugUtilsMessengerEXT Allocator is NULL
            Asked 2021-Aug-11 at 14:56

            I am trying to follow https://vulkan-tutorial.com/ and a Udemy course on my journey to understand Vulkan. So far I was able to follow everything but the validation layers are not working and I have no idea why. Tried the following:

            • check for typos
            • check validation layer present in vulkan configurator
            • installed sdk on 2 separate devices
            • pushed code around and asked the instructor on Udemy.

            So far I have found the following:

            • Instance creation is successful

            • Instance is passed into

              static VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pDebugMessenger)

            The problem I have managed to isolate by breakpoints is that pAllocator is NULL.

            Github Repo can be found here: https://github.com/b34s7m0d3/VulkanImplementation

            I'm trying to be proper and separate things in different files, is that my issue?

            ...

            ANSWER

            Answered 2021-Aug-11 at 14:56

            You are enabling Debug Report extension, but then you try using Debug Utils messenger instead.

            Source https://stackoverflow.com/questions/68743239

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            You can use vulkan-tutorial like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

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