Vulkan Best Practice for Mobile Developers <!-- omit in toc -->
This project has been donated to Khronos Group. Development has now moved to:
Please open issues and pull requests there.
Contents <!-- omit in toc -->
The Vulkan Best Practice for Mobile Developers is collection of resources to help you develop optimized Vulkan applications for mobile platforms.
- 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:
- Beginners Guide to Vulkan
- Get Started in Vulkan
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
Follow build instructions for your platform below.
The following shows some example command line usage on how to configure and run the Vulkan Best Practices.
# Run Swapchain Images sample
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
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
Vulkan is a registered trademark of the Khronos Group Inc.
All contributions are accepted under the same LICENSE.
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