The Vulkan 1.2 graphical standard has been released.

The Khronos Consortium, which develops graphics standards,
announced specification Vulkan 1.2, defining the API for accessing the graphical and computational capabilities of GPUs. The new specification incorporates corrections made over the past two years and extension. Drivers supporting the new version of Vulkan are already was released from Intel, AMD, ARM, Imagination Technologies, and NVIDIA. The support for Vulkan 1.2 in Mesa is offered for drivers of RADV (AMD cards) and ANV (Intel). Vulkan 1.2 support is also implemented in the debugger RenderDoc 1.6, LunarG Vulkan SDK , and the set of examples Vulkan-Samples.

Key innovations:

Future plans include the development of extensions for machine learning, ray tracing, video encoding and decoding, support for VRS (variable-rate shading), and Mesh shaders.

Recall that the Vulkan API is notable features a radical simplification of drivers by offloading GPU command generation to the application side, the possibility of connecting debugging layers, unifying the API across various platforms, and applying precompiled intermediate code representation for execution on the GPU. To ensure high performance and predictability, Vulkan provides applications with the means to directly manage GPU operations and inherent support for multi-threaded command processing, which minimizes the overhead introduced by the driver, while the capabilities implemented on the driver side are significantly simplified and become more predictable. For example, operations like memory management and error handling, implemented in OpenGL on the driver side, are moved to the application level in Vulkan.

Vulkan covers all available platforms and provides a unified API for desktop, mobile systems, and the web, allowing the use of a single common API for various graphics processors and application domains. Thanks to Vulkan's layered architecture, which implies the creation of tools that work with any GPU, hardware manufacturers can utilize standard tools for code verification, debugging, and profiling during development. A new portable intermediate representation, SPIR-V, based on LLVM and leveraging the shared underlying technologies of OpenCL, is offered for shader creation. For device and screen management in Vulkan, a WSI (Window System Integration) interface is proposed, addressing roughly the same tasks as EGL in OpenGL ES. Out-of-the-box support for WSI is available in Wayland; all applications using Vulkan can run in environments with unmodified Wayland servers. WSI support is also provided for Android, X11 (with DRI3), Windows, Tizen, macOS, and iOS.

Source: opennet.ru

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