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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page platforms-vk Vulkan platforms
@brief Information common for all platforms with Vulkan support
@tableofcontents
@m_footernavigation
See also @ref platforms-macos-vulkan.
@section platforms-vk-sdk Do I need the Vulkan SDK?
A common misconception is that one *needs* the huge several-hundred-megabyte
[LunarG SDK](https://vulkan.lunarg.com/sdk/home) in order to use Vulkan. No,
not necessarily. Magnum has its own standalone Vulkan headers, so the only
thing needed is the actual Vulkan loader library:
- On Linux distributions it's a system package (`libvulkan-dev` on Ubuntu,
`vulkan-icd-loader` on ArchLinux)
- On macOS easiest is to get MoltenVK (`molten-vk` in Homebrew), but
@ref platforms-macos-vulkan "using the loader is also possible"
- On Windows you can either [build the loader yourself](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/BUILD.md#building-on-windows),
get it as a package from MinGW, or you have to install the SDK, sorry.
Apart from the loader library, the SDK contains also various layers,
extra tools and shader compilers. While layers are useful for validation and
shader compiler libraries can be useful for building the
@ref ShaderTools::GlslangConverter "GlslangShaderConverter" and
@ref ShaderTools::SpirvToolsConverter "SpirvToolsShaderConverter" plugins,
these are commonly available in package managers as well:
- Validation layers are `vulkan-validationlayers` on Ubuntu and
`vulkan-validation-layers` on ArchLinux. On macOS you'll need to either
build them yourself or get the SDK, Homebrew provides neither the loader
(to have the layers loadable) nor the layers. Same on Windows.
- For shader compilers, on Ubuntu, ArchLinux, Homebrew, Vcpkg and MinGW you
can get the `glslang` and `spirv-tools` packages
- The SDK additionally ships with the [shaderc](https://github.com/google/shaderc)
library that wraps Glslang and SPIRV-Tools in an arguably better interface,
but all its extra features, especially @cpp #include @ce support, are
provided by the @ref ShaderTools::GlslangConverter "GlslangShaderConverter"
and @ref ShaderTools::SpirvToolsConverter "SpirvToolsShaderConverter"
plugins already anyway.
If you only need to build against *some* Vulkan library without running
anything (for example for CI compilation tests), the following is sufficient.
Build as a static library and supply to CMake via `Vulkan_LIBRARY`:
@include libvulkan.cpp
@section platforms-vk-best-practices Vulkan tutorials and best practices
@m_class{m-note m-danger}
@par
Please note that various vendor may suggest mutually incompatible workflows
and what works best for one may not work for another. Certain tutorials and
posts were also written very early on the Vulkan evolution timeline (2016,
2017) and the understanding of the API, best practices and driver fast
paths may have changed since. If in doubt about efficiency of certain
approach, always consult multiple sources.
Khronos wiki:
- [Synchronization Examples](https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples)
NVidia tutorials and tips:
- [Engaging the Voyage to Vulkan](https://developer.nvidia.com/engaging-voyage-vulkan)
- [Vulkan Shader Resource Binding](https://developer.nvidia.com/vulkan-shader-resource-binding)
- [Vulkan Memory Management](https://developer.nvidia.com/vulkan-memory-management)
- [Transitioning from OpenGL to Vulkan](https://developer.nvidia.com/transitioning-opengl-vulkan)
- [OpenGL like Vulkan](https://developer.nvidia.com/opengl-vulkan)
- [What’s your Vulkan Memory Type?](https://developer.nvidia.com/what%E2%80%99s-your-vulkan-memory-type)
- [Tips and Tricks: Vulkan Dos and Don’ts](https://developer.nvidia.com/blog/vulkan-dos-donts/)
- [Vulkan Device Generated Commands](https://developer.nvidia.com/blog/new-vulkan-device-generated-commands/)
Intel tutorials:
- [API without Secrets: Introduction to Vulkan](https://software.intel.com/content/www/us/en/develop/articles/api-without-secrets-introduction-to-vulkan-preface.html)
- [Important note about framebuffer creation efficiency](https://github.com/GameTechDev/IntroductionToVulkan/issues/20)
ARM best practices:
- [Vulkan Best Practice for Mobile Developers](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)
Various useful links:
- [Yet another blog explaining Vulkan synchronization](http://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/)
- [Writing an efficient Vulkan renderer](https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/)
- [Custom memory allocators](https://rastergrid.com/blog/sw-eng/2021/03/custom-memory-allocators/)
*/
}