Vulkan (API)
Original author(s) | Khronos Group with contributions from AMD[1][2][3][4][5] |
---|---|
Developer(s) | Khronos Group |
Initial release | Early 2016[6] | (expected)
Development status | Active |
Operating system | Cross-platform |
Platform | Cross-platform |
Type | 3D graphics and compute API[7] |
Website | khronos.org/Vulkan |
As of | 18 December 2015 |
Vulkan, initially referred to as "glNext", is a low-overhead, cross-platform 3D graphics and compute API first announced at GDC 2015 by the Khronos Group.[7][8][6] The Vulkan API was initially referred to as the "next generation OpenGL initiative" by Khronos, but use of those names were discontinued once the Vulkan name was announced.[9]
Like OpenGL, Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across all platforms, and offers higher performance and lower CPU usage, much like Direct3D 12 and Mantle. In addition to its lower CPU usage, Vulkan is also able to better distribute work amongst multiple CPU cores.[10] Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry, much like OpenGL.[3][7][11][12][13][14][15]
Availability
According to Khronos, the Vulkan specification is complete and has been submitted for legal review and is awaiting release in early 2016; the targeted release date at the end of 2015 was not met. The Vulkan SDKs for Android, Linux and Windows are still under development.[16]
Features
Vulkan is intended to provide a variety of advantages over other APIs as well as its spiritual predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.[6] Intended advantages include:
- Reduced driver overhead, reducing CPU workloads.[17]
- Reduced the load on CPUs through the use of batching, leaving the CPU free to do additional computation or rendering than otherwise.[18]
- Intelligent and even CPU scaling for multi-core CPUs, which are by far the majority type of CPU on the market. Previous APIs like DirectX 11 and OpenGL 4 were initially designed for use with single-core CPUs and could not easily use multiple or scale workloads evenly across multiple, leaving some CPU cores underworked and some not even utilized at all, resulting in performance issues and frequent CPU bottlenecks.[19]
- OpenGL uses the high-level language GLSL for writing shaders which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program's shaders into executable code for the target platform. Vulkan will instead provide an intermediate binary format called SPIR-V (Standard Portable Intermediate Representation), analogous to the binary format that HLSL shaders are compiled into in DirectX. This reduces the onus on driver vendors, allows shader pre-compilation, and permits application developers to write shaders in languages other than GLSL.[20]
- Cross-platform API supported on both mobile devices and high-end graphics cards.
- OS agnostic to improve the portability of applications created using the API.
OpenGL | Vulkan |
---|---|
one single global state machine | object-based with no global state |
state is tied to a single context | all state concepts are localized to a command buffer |
GPU memory and synchronization are usually hidden | explicit control over memory management and sychronizatoin |
extensive error checking | Vulkan drivers do no error checking |
History
The Khronos Group began a project to create a next generation graphics API in July 2014 with a kickoff meeting at Valve Corporation.[21] At SIGGRAPH 2014 the project was publicly announced with a call for participants.[7]
According to the US Patent and Trademark Office, the trademark for Vulkan was filed on February 19, 2015.[22]
Vulkan was formally named and announced at Game Developers Conference 2015, although speculation and rumors centered around a new API existed beforehand and referred to it as 'glNext'.[23]
On March 3, 2015, Valve announced the Source 2 engine, a game engine to support the Vulkan graphics API.[24][25]
In early 2015, LunarG (funded by Valve) developed and showcased a Linux driver for Intel which enabled Vulkan compatibility on the HD 4000 series integrated graphics, despite the open source Mesa drivers not being fully compatible with OpenGL 4.0 until later that year.[26][27] There is still the possibility[28] of Sandy Bridge support since it supports compute through Direct3D11.
On August 10, 2015, Google announced that future versions of Android would support Vulkan.[29]
On December 18, 2015, the Khronos Group announced that the 1.0 version of the Vulkan specification was nearly complete, and would be released when conformant drivers were available.[6]
Compatibility
Initial specifications state that Vulkan will work on hardware that currently supports OpenGL ES 3.1 or OpenGL 4.X and up.[30] As Vulkan support will require new graphics drivers, this does not necessarily imply that every existing device that supports OpenGL ES 3.1 or OpenGL 4.X will have Vulkan drivers available.
See also
- OpenGL – Another graphics API by the Khronos Group
- Mantle – A low-level graphics and compute API from AMD, the foundation of Vulkan
- Direct3D – Windows-only graphics API. Version 12 is a low-level API similar to Vulkan
- Metal – A low-level graphics and compute API for iOS and OS X
- Glide – An early low-level graphics API limited to rasterization
References
- ↑ Hruska, Joel. "Not dead yet: AMD’s Mantle powers new Vulkan API, VR efforts". Extreme Tech. Retrieved 26 June 2015.
- ↑ Kirsch, Nathan. "Is AMD Mantle Dead As We Have Known It? Vulcan API Uses Mantle Technology for OpenGL". Legit Reviews. Retrieved 25 June 2015.
- 1 2 Shilov, Anton. "AMD: Vulkan absorbed ‘best and brightest’ parts of Mantle". KitGuru. Retrieved 26 June 2015.
- ↑ Koduri, Raja (4 March 2015). "On APIs and the future of Mantle". AMD. Retrieved 19 May 2015.
...(T)he Khronos Group has selected Mantle to serve as the foundation for Vulkan....
- ↑ Michaud, Scott (3 March 2015). "GDC 15: Khronos Acknowledges Mantle's Start of Vulkan". PC Perspective. Retrieved 19 May 2015.
- 1 2 3 4 "Vulkan - Graphics and compute belong together". Khronos.org. Retrieved 2015-03-05.
- 1 2 3 4 "More on Vulkan and SPIR - V: The future of high-performance graphics" (PDF). Khronos Group. p. 10. Retrieved 27 June 2015.
Thanks AMD!
- ↑ "Vulkan : Graphics and compute Belong Together" (PDF). Khronos.org. March 2015. Retrieved 2015-03-05.
- ↑ Batchelor, James (3 March 2015). "glNext revealed as Vulkan graphics API". develop-online.net.
- ↑ Hruska, Joel. "Next-generation Vulkan API could be Valve’s killer advantage in battling Microsoft". Extreme Tech. Retrieved 26 June 2015.
- ↑ Mah Ung, Gordon (6 March 2015). "Mantle is a Vulkan: AMD's dead graphics API rises from the ashes in OpenGL's successor". PCWorld.
- ↑ "AMD Gaming: One of Mantle's Futures: Vulkan | AMD Blogs". Community.amd.com. Retrieved 2015-03-05.
- ↑ Hruska, Joel (4 March 2015). "Not dead yet: AMD’s Mantle powers new Vulkan API, VR efforts". ExtremeTech. Retrieved 2015-03-05.
- ↑ "AMD's Mantle Lives On In Vulkan - Lays The Foundation For The Next OpenGL". Wccftech.com. 2014-06-20. Retrieved 2015-03-05.
- ↑ Kirsch, Nathan. "Is AMD Mantle Dead As We Have Known It? Vulcan API Uses Mantle Technology for OpenGL". Legit Reviews. Retrieved 2015-03-05.
- ↑ "Vulkan - Graphics and compute belong together". www.khronos.org. The Khronos Vulkan Working Group. 2015-12-18. Archived from the original on 2016-01-06. Retrieved 2016-01-06.
- ↑ http://www.tomshardware.com/news/khronos-group-vulkan-graphics-api,28678.html
- ↑ http://blog.imgtec.com/powervr/vulkan-high-efficiency-on-mobile
- ↑ http://blog.imgtec.com/powervr/vulkan-scaling-to-multiple-threads
- ↑ Kessenich, John. "An Introduction to SPIR-V" (PDF). Khronos Group. Retrieved 5 March 2015.
- ↑ SIGGRAPH 2015: 3D Graphics API State of the Union (Video). SIGGRAPH 2015: Khronos Group. 16 September 2015. Event occurs at 57:24. Retrieved 12 November 2015.
- ↑ "US Patent and Trademark Office". Retrieved 2015-03-07.
- ↑ Batchelor, James. "glNext revealed as Vulkan graphics API | Latest news from the game development industry | Develop". Develop-online.net. Retrieved 2015-03-05.
- ↑ Kollar, Philip (3 March 2015). "Valve announces Source 2 engine, free for developers". Retrieved 3 March 2015.
- ↑ Mahardy, Mike (3 March 2015). "GDC 2015: Valve Announces Source 2 Engine". IGN. Retrieved 3 March 2015.
- ↑ "Valve Developed An Intel Linux Vulkan GPU Driver - Phoronix". www.phoronix.com. Retrieved 2015-07-22.
- ↑ "Learning More About The Intel Vulkan Driver, Linux Vulkan Plans - Phoronix". www.phoronix.com. Retrieved 2015-07-22.
- ↑ "Evan Odabashian on Twitter". Retrieved 2015-07-22.
- ↑ Shannon Woods (12 August 2015). "Low-overhead rendering with Vulkan". Android Developers Blog.
- ↑ Khronos Group (June 2015). "Vulkan Overview" (PDF). Retrieved 18 August 2015. p. 19 "Vulkan Status"
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