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
- Windows - Build Guide
- Linux - Build Guide
- macOS - Build Guide
- Android - Build Guide
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
- System Test - Usage Guide
- Generate Sample - Usage Guide
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
- dear imgui shaders: GLSL shaders for dear imgui
- 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
- nlohmann json: C++ JSON Library (included by tinygltf)
- 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: CC BY 3.0 license with the following modifications:
- All textures are converted to ASTC in .ktx format.
- Converted to gltf using Blender exporter.
- Bonza: MIT license
- Space Module: MIT license
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