We overwrite this value with one as we only want to use one (any) such device, no matter which. The tutorial will cover how The third parameter is an address of a variable in which we want to store Vulkan instance handle. The other two functions allow us to check what instance layers are available and what instance extensions are available. These functions are not passed directly, as sending each request separately down through a communication bus is inefficient. If you’ve already coded multithreaded code in C or C++, don’t sweat this too much (pay attention to it obviously, but you already know most of the concepts you need). This causes queueCount – Number of queues we want to enable in this specific queue family (number of queues we want to use from this family) and a number of elements in the pQueuePriorities array. A Simple Vulkan Compute Example 3. One of the more confusing aspects of Vulkan to the uninitiated is what these all mean, and which Vulkan calls correspond to which. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. But this time we will provide handle to a created Vulkan instance. No graphics API knowledge is assumed. Because tutorials often use 0-indexed everything, you might inadvertently conflate one parameter’s value with the value in the shader. to get the first triangle on the screen. Such hardware may be a dedicated (discrete) graphics card or an additional chip built (integrated) into a main processor. There is also an alternative version of this tutorial available for Rust developers. It might feel like “cheating” but you’ll find that even with this allocator, there are plenty of knobs to turn and levers to pull to tune your game or engine as you see fit. You’ll be referring to these a LOT so save those clicks, Consider subscribing or joining the following Vulkan communities. https://github.com/GameTechDev/IntroductionToVulkan, API without Secrets: Introduction to Vulkan* Part 2: Swap chain, Intel Sample Source Code License Agreement. Other functions from the Vulkan API may also be available for acquiring using this method but it is not guaranteed (and even not recommended). And we will get only one physical device handle after the second call. The code that loads global-level functions may look like this: 6. Queues and queue families are discussed in a later section. Sign up here One additional thing to do is to retrieve queues through which we can submit work for execution. Here are eight tutorials. But there are other instance-level functions, that is, from extensions. Limits describe how big textures can be created, how many samples in anti-aliasing are supported, or how many buffers in a given shader stage can be used. The recommended solution is to use the Vulkan Loader from the Vulkan SDK. It may even break the application and requiredevelopers writing a Vulkan-enabled application to rewrite some parts of the code. It’s not that difficult. Our application supports up to 10 devices and we provide this value along with a pointer to a static, 10-element array. We get the addresses of these functions using the vkGetInstanceProcAddr() function used earlier. This number will be stored in the variable we provided the address of in the second parameter.