开源软件名称(OpenSource Name): ARM-software/vulkan_best_practice_for_mobile_developers开源软件地址(OpenSource Url): https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers开源编程语言(OpenSource Language):
C++
85.4%
开源软件介绍(OpenSource Introduction):
Vulkan Best Practice for Mobile Developers
This project has been donated to Khronos Group. Development has now moved to:
Please open issues and pull requests there.
Contents
Introduction
The Vulkan Best Practice for Mobile Developers is collection of resources to help you develop optimized Vulkan applications for mobile platforms.
Goals
Create a collection of resources that demonstrate best-practice recommendations in Vulkan
Create tutorials that explain the implementation of best-practices and include performance analysis guides
Create a framework that can be used as reference material and also as a sandbox for advanced experimentation with Vulkan
Disclaimer: This project covers advanced Vulkan concepts. If you are new to Vulkan here are a few links to get you started:
Tutorials
Project Basics
Vulkan Essentials
Vulkan Swapchains
Pipelines
Descriptors
Render Passes
Render Subpasses
Workload Synchronization
Command Buffers
AFBC
Misc
Setup
Clone the repo with submodules using the following command:
git clone --recurse-submodules https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers.git
cd vulkan_best_practice_for_mobile_developers
Follow build instructions for your platform below.
Build
Supported Platforms
Usage
The following shows some example command line usage on how to configure and run the Vulkan Best Practices.
# Run Swapchain Images sample
vulkan_best_practice swapchain_images
# Run AFBC sample in benchmark mode for 5000 frames
vulkan_best_practice --sample afbc --benchmark 5000
# Run bonza test offscreen
vulkan_best_practice --test bonza --hide
# Run all the performance samples
vulkan_best_practice --batch performance
Tests
License
See LICENSE .
This project has some third-party dependencies, each of which may have independent licensing:
astc-encoder : ASTC Evaluation Codec
CTPL : Thread Pool Library
docopt : A C++11 port of the Python argument parsing library
glfw : A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
glm : OpenGL Mathematics
glslang : Shader front end and validator
dear imgui : Immediate Mode Graphical User Interface
HWCPipe : Interface to mobile Hardware Counters
KTX-Software : Khronos Texture Library and Tools
spdlog : Fast C++ logging library
SPIRV-Cross : Parses and converts SPIR-V to other shader languages
stb : Single-file public domain (or MIT licensed) libraries
tinygltf : Header only C++11 tiny glTF 2.0 library
vma : Vulkan Memory Allocator
volk : Meta loader for Vulkan API
vulkan : Sources for the formal documentation of the Vulkan API
This project uses the following 3D models. Each one has its own licence.
Sponza model downloaded from Morgan McGuire's Computer Graphics Archive .
Fonts downloaded from Google Fonts , under license Apache 2.0
PBR References:
Trademarks
Vulkan is a registered trademark of the Khronos Group Inc.
Contributions
All contributions are accepted under the same LICENSE .
Related resources
Mali GPU Best Practices : A document with recommendations for efficient API usage
PerfDoc : A Vulkan layer which aims to validate applications against Mali GPU Best Practices
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