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How Vulkan maps to mobile tile-based GPUs
- fitzwatermellow 11y agoDoes this mean Vulkan API support on the new MIPS Creator Ci40 dev boards?
- erichocean 11y agoFor $50 in the US, you can buy a Nexus Player and experiment with Vulkan 1.0.0 on PowerVR on Android (with an Atom quad-core 64-bit CPU).
- deepnet 11y agoCan you provide more details, which model ?
- erichocean 11y agohttp://www.google.com/nexus/player/ http://www.google.com/nexus/player/ Although it looks like it's mostly out of stock everywhere now. sigh
- alexvoica 11y agoYou can have a look at www.imgtec.com/vulkan for some example code. You can also download the latest Vulkan driver for the Nexus Player.
- mankash666 11y agoAnyone aware of Vulcan support for desktop gpus from nvidia or amd?
- glaze 11y agoNVIDIA recently updated their mainline driver to support it on Windows and Linux. AMD's support is in beta driver and only for Windows.
- cm3 11y agoI don't know how NVIDIA's linux driver is structured but I'm curious if they use a separate Vulkan .so file like NVIDIA's OpenGL library which one has to make sure is used instead of Mesa.
- MrRadar 11y agoThe good news is that Vulkan was designed with a multi-GPU (vendor) use case in mind so there is a generic "loader" that you use to load vendor-specific Vulkan implementations for each GPU your application renders with.
- cm3 11y agoSo the loader knows what hardware is going to process it and therefore uses the right driver. Is that correct? Trying to imagine how it might work.
- MrRadar 11y agoWhen you create a Vulkan context you first need to enumerate the rendering devices on the system and select the one you want to use. You can actually explicitly use multiple contexts for different devices in your application, e.g. using the IGP for compute tasks while doing the main rendering on a dedicated GPU.
- paulmd 11y ago