Vulkan1.1 tendra soporte a RayTracing proximamente

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Y asi como dice el titulo, la API grafica Vulkan tendra instrucciones para el tema de RayTracing, mientras que DXR es la API dedicada al RayTracing en el paquete de microsoft DirectX, Vulkan y OpenGL actualmente carecen del manejo.


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Asi que gente de EA [electronic Arts], asi como del grupo Khronos se ha dado a la tarea de agregar esta funcionalidad. Mientras tanto, nvidia a puesto a manera de pruebas la extension (VK_NVX_raytracing) para Vulkan, y esto con motivo de poder usar juegos que usen VULKAN en las nuevas tarjetas de video RTX.


https://www.khronos.org/news/tags/tag/Ray+Tracing
https://github.com/KhronosGroup/Vulkan-Docs/issues/686
https://www.reddit.com/r/vulkan/comment ... h_shaders/



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Lo espectacular de esto es que el raytracing podría implementarse en mas sistemas operativos aparte de windows 10.
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Claro en PC porque en sistemas con procesador ARM seria demasiado, pero si, ya con GNU/Linux y MacOSX se puede tener.
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Q2VKPT, motor de Quake 2 rediseñado

Liberan esta version modificada del juego Quake 2 con soporte nativo a Ray Tracing con Vulkan.



Pagina oficial y descarga: http://brechpunkt.de/q2vkpt


VKPT and Q2VKPT were created by Christoph Schied as a spare-time project to validate the results of computer graphics research in an actual game. The project currently encompasses 12K lines of code and completely replaces the original Quake II graphics code. Initially, it was prototyped in OpenGL with contributions by Johannes Hanika (Experimental Ray Tracing, Shaders, GL/Vulkan Fixes),

The project is released as open source on GitHub, integrating our Vulkan path tracer into the Q2PRO client. The project was spawned by the need for fast-paced test content in computer graphics research, and was motivated by the first intriguing results of an experimental path tracing renderer in 2016.

Q2VKPT is the first playable game that is entirely raytraced and efficiently simulates fully dynamic lighting in real-time, with the same modern techniques as used in the movie industry (..). The recent release of GPUs with raytracing capabilities has opened up entirely new possibilities for the future of game graphics, yet making good use of raytracing is non-trivial. While some games have started to explore improvements in shadow and reflection rendering, Q2VKPT is the first project to implement an efficient unified solution for all types of light transport: direct, scattered, and reflected light


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Tambien, nueva version de la biblioteca de Vulkan con el soporte de RTX, sirve tanto para el hardware dedicado de las gefroce RTX, como para el hardware de las Radeon VEGA via shaders.

https://github.com/world8th/vRt

Requirements for testing application
Vulkan API 1.1.92 support
Vulkan Memory Allocator
C++17 capable compiler
GLSL to SPIR-V 1.3 compiler
CMake 3.12 or higher


Compatibility Confirmed
RX Vega 64 (Windows only)
RTX 2070 (Windows, Ubuntu, RTX On/Off)
GTX 1070 (early has supported)


Currently Incompatible...
AMDVLK in Linux
Mesa/RADV drivers



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Minetras tanto RTG|AMD ya ha axctualizado su controlador de video Adrenalin con varias de las nuevas instrucciones de Vulkan.

https://www.amd.com/en/support/kb/relea ... win-19-3-2


Un equipo de nvidia ha metido mano al proyecto Q2VKPT para mejorar el apartado visual.

https://www.nvidia.com/en-us/geforce/ne ... eforce-rtx




Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan.
By Andrew Burnes on March 18, 2019 | Featured Stories GDC 2019 GeForce RTX GPUs Ray Tracing

id Software’s Quake II launched in 1997, bringing gamers a new single-player campaign, a long-awaited, addictive multiplayer mode that we played for years on pitifully-slow 56K modems, and a jaw-dropping engine that supported 3DFX GPU acceleration out of the box. Colored lighting, dynamic visual effects, and much more, all running at a glorious 640x480, or perhaps 800x600 if you had top-of-the-line hardware.

Fast forward to 2001, when id Software made the Quake II engine open source, enabling anyone to legally release total conversions with complete engine overhauls. Ever since, fans have beavered away on their own personal projects, the latest of which is Q2VKPT.

Released in January, Q2VKPT was created by former NVIDIA intern Christoph Schied, a Ph.D. student at the Karlsruhe Institute of Technology in Germany. The “PT” in its name stands for Path Tracing, a compute-intensive ray tracing technique that unifies all lighting effects (shadows, reflections, et cetera) into a single ‘pure ray tracing algorithm’. With Ray Tracing being all the rage, word of a developer making a beautiful, real-time ray-traced version of Quake II made headlines around the world.

But path tracing has a downside: its random sampling algorithm introduces ‘noise’ that makes gameplay appear grainy and speckled, as seen in 2016’s Q2PT. To solve the problem, Christoph and his university colleagues built upon ideas originally conceived in 2016 during his NVIDIA internship, when he co-invented a fast way to remove said graininess by combining the results of multiple game frames, in a manner similar to that used by Temporal Anti-Aliasing.

“But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. A lot. We’ve introduced real-time, controllable time of day lighting, with accurate sunlight and indirect illumination; refraction on water and glass; emissive, reflective and transparent surfaces; normal and roughness maps for added surface detail; particle and laser effects for weapons; procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed; a flare gun for illuminating dark corners where enemies lurk; an improved denoiser; SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day); Quake 2 XP high-detail weapons, models and textures; optional NVIDIA Flow fire, smoke and particle effects, and much more!



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Y para este 2020 Grupo Khronos recibe colaboracion de nvidia

En la Game Developers Conference [GDC] que se realizara en marzo de este 2020, habra una ponencia de nVidia y Khronos Group para hablar sobre Ray Tracing en tiempo real.

“Join us to hear about the latest developments in Vulkan around standardized ray tracing functionality; the working group will provide an update on the current state of the ray tracing efforts, what this means for the graphics industry, and how you’ll be able to take advantage of this technology.”

https://www.kitguru.net/components/grap ... pi-at-gdc/
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Liberan las especificaciones de Vulkan Ray Tracing

Por ahora solo son extensiones provisionales, pero ratifican el que la API grafica Vulkan da soporte pos software y hardware al tema de Ray Tracing y se convertiran al salir las extensiones ya finales, como un estandar en la industria.

Tomado del blog de Khronos Group
https://www.khronos.org/blog/ray-tracing-in-vulkan


Today, The Khronos® Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the ratification and public release of the Vulkan® Ray Tracing provisional extensions, creating the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. Comments and feedback will be collected through the Vulkan GitHub Issues Tracker and Khronos Developer Slack. Developers are also encouraged to share comments with their preferred hardware vendors. The specifications are available today on the Vulkan Registry.

Ray tracing is a rendering technique that realistically simulates how light rays intersect and interact with scene geometry, materials, and light sources to generate photorealistic imagery. It is widely used for film and other production rendering and is beginning to be practical for real-time applications and games. Vulkan Ray Tracing seamlessly integrates a coherent ray tracing framework into the Vulkan API, enabling a flexible merging of rasterization and ray tracing acceleration. Vulkan Ray Tracing is designed to be hardware agnostic and so can be accelerated on both existing GPU compute and dedicated ray tracing cores if available.

“There has been strong developer demand for a truly cross-platform ray tracing acceleration API and now Vulkan Ray Tracing is here to meet that industry need,” said Daniel Koch, senior graphics system software engineer at NVIDIA and Vulkan Ray Tracing task sub group chair at Khronos. “The overall architecture of Vulkan Ray Tracing will be familiar to users of existing proprietary ray tracing APIs, which enables straightforward porting of existing ray traced content, but this framework also introduces new functionality and implementation flexibility.”

Vulkan Ray Tracing consists of a number of Vulkan, SPIR-V, and GLSL extensions, some of which are optional. The primary VK_KHR_ray_tracing extension provides support for acceleration structure building and management, ray tracing shader stages and pipelines, and ray query intrinsics for all shader stages. VK_KHR_pipeline_library provides the ability to provide a set of shaders which can be efficiently linked into ray tracing pipelines. VK_KHR_deferred_host_operations enables intensive driver operations, including ray tracing pipeline compilation or CPU-based acceleration structure construction to be offloaded to application-managed CPU thread pools.

Vulkan Ray Tracing shaders are SPIR-V binaries which use two new extensions. The SPV_KHR_ray_tracing SPIR-V extension adds support for ray tracing shader stages and instructions; SPV_KHR_ray_query adds support for ray query shader instructions. Developers can generate those binaries in GLSL using two new GLSL extensions, GLSL_EXT_ray_tracing and GLSL_EXT_ray_query, which are supported in the open source glslang compiler. Engineers at Khronos member companies, including NVIDIA, have also added support for the SPIR-V extensions to DXC, Microsoft's open source HLSL compiler, enabling Vulkan Ray Tracing SPIR-V shaders to be authored in HLSL using the syntax defined by Microsoft, with minimal modifications.

Driver release updates and the status of Vulkan ecosystem components will be posted on the Vulkan Ray Tracing Provisional Release Tracker. A Vulkan SDK that includes support for Vulkan Ray Tracing will become available once all the necessary ecosystem components are upstreamed; check this link to watch for its availability. An introductory launch presentation on Vulkan Ray Tracing is here, and further technical details can be found in this blog post.

Industry Support for Vulkan Ray Tracing Provisional Specification

"Standardizing ray tracing in Vulkan is an important step towards making ray tracing available across a wide range of devices, as well as enabling developers to use this technology to its full advantage. AMD intends to provide support for all of the major features in this extension, including ray shading, ray queries, and CPU acceleration structure management. We will be working with developers to ensure great performance from our Vulkan Ray Tracing implementation; these efforts will help us to provide end users with even more visually stunning graphics on AMD Radeon™ GPUs,” said Andrej Zdravkovic, senior vice president, software development, AMD.

“EA is happy to see the release of the provisional ray tracing extension for Vulkan. Realtime ray tracing is already an important part of game development and it will continue to be in the future. Allowing ray queries from any shader stage is a great feature, which will both simplify integrations and open up the possibility for new techniques while multithreaded host-side building of acceleration structures has the potential to reduce latency and improve the performance of our upcoming game titles,” said Sebastian Tafuri, senior rendering engineer at Frostbite, EA.

“Epic Games has been an active member of the Vulkan Ray Tracing group from the beginning, and we are happy to see the ray tracing extension released to the public. We at Epic Games continue to wholeheartedly support Khronos's efforts on creating open standards to enhance the end-user experience,” said Yuriy O’Donnell, rendering engineer, Epic Games.

"Imagination Technologies are very happy to see ray tracing become a standard part of Vulkan, helping the overall ray tracing ecosystem to grow substantially due to Vulkan's wide reach across many platforms and devices," said Rys Sommefeldt, senior director of product, Ray Tracing and High Performance Graphics, Imagination Technologies. "We are very supportive of the standard, which will help us deliver the efficient, fast, and focused hardware solution we are developing for our customers."

"The Intel Xe architecture roadmap includes support for hardware accelerated ray tracing, and we're excited to work with Khronos to implement full support into Vulkan," said Joshua Barczak, graphics software architect at Intel.

“NVIDIA ships beta drivers today with support for the provisional standardized ray tracing functionality in Vulkan,” said Morgan McGuire, research director at NVIDIA. “Bringing accelerated ray tracing to the Vulkan cross-platform, open standard API is another significant step towards enabling the highest quality of visual realism for real-time games and applications everywhere.”

"We are very excited about having hardware ray tracing support baked into Vulkan. Vulkan Ray Tracing enables us to research high-end rendering solutions, while also having support for all supporting vendors and platforms with minimal overhead,” said Jules Urbach, CEO, OTOY.







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Desdela comunidad de programadores en AMD sobre el tema de Vulkan y RT.

https://community.amd.com/thread/250822

Y algunos tutoriales en GitHub
https://github.com/KhronosGroup/Vulkan-Headers

https://www.realtimerendering.com/raytracing.html



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Vulkan 1.2

Vulkan 1.2 estara presente en las GPUs Radeon NAVI [la serie 5000, como la 5700/5700X o la 5500]

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January 15, 2020 – 6:00 AM PT – Today, The Khronos® Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the release of the Vulkan® 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020.

Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Carefully selected API features are made optional to enable market-focused implementations. Many Vulkan 1.2 features were requested by developers to meet critical needs in their engines and applications, including: timeline semaphores for easily managed synchronization; a formal memory model to precisely define the semantics of synchronization and memory operations in different threads; descriptor indexing to enable reuse of descriptor layouts by multiple shaders; deeper support for shaders written in HLSL, and more.

“Vulkan 1.2 brings together nearly two dozen high-priority features developed over the past two years into one, unified core Vulkan standard, setting a cutting-edge bar for functionality in the industry’s only open GPU API for cross-platform 3D and compute acceleration,” said Tom Olson, distinguished engineer at Arm, and Vulkan working group chair. “Khronos will continue delivering regular Vulkan ecosystem updates with this proven, developer-focused methodology to both meet the needs and expand the horizons of real-world applications.”

Khronos and the Vulkan community will support Vulkan 1.2 in a wide range of open source compilers, tools, and debuggers by the end of January 2020. This includes the RenderDoc frame capture and debugging tool, the Vulkan conformance test suite, and the Vulkan SDK with support for both the ‘GPU Assisted’ and ‘Best Practices’ validation layers.

All GPUs that support previous versions of Vulkan are capable of supporting Vulkan 1.2, ensuring its widespread availability. As of today, five GPU vendors have Vulkan 1.2 implementations passing the Khronos conformance tests: AMD, Arm, Imagination Technologies, Intel, NVIDIA, plus the open-source Mesa RADV driver for AMD. Driver release updates will be posted on the Vulkan Public Release Tracker along with the status of other Vulkan ecosystem components.

Vulkan is an open, royalty-free API for high-efficiency, cross-platform access to modern GPUs, with widespread adoption in leading engines, cutting-edge games, and demanding applications. Vulkan is supported in a diverse range of devices from Windows and Linux PCs, consoles, and the cloud, to mobile phones and embedded platforms, including the addition of Google’s Stadia in 2019.

Find more information on the Vulkan 1.2 specification and associated tests and tools at Khronos’ Vulkan Resource Page. Sample code can be found in the Vulkan Unified Samples Repository. Khronos welcomes feedback on Vulkan 1.2 from the developer community through Khronos Developer Slack and GitHub.



Industry Support for Vulkan 1.2
“AMD is excited to provide support for the Vulkan 1.2 specification in our upcoming Vulkan 1.2 supported driver for a broad range of AMD graphics hardware, including the AMD Radeon™ RX 5700 Series and AMD Radeon™ RX 5500 Series. Vulkan 1.2 brings many new features, including Dynamic Descriptor Indexing and finer type support for 16-bit and 8-bit types – and are designed to enable developers to better take advantage of modern GPU features and deliver richer graphics experiences to end users. We look forward to continued adoption of the Vulkan API and the new graphics experiences possible with the latest Vulkan 1.2 feature set,” said Andrej Zdravkovic, corporate vice president, Software Development, AMD.

“The new iteration of Vulkan API highlights the ongoing innovation the Khronos group continues to drive in the high-performance graphics space. Arm is already offering conformant Vulkan 1.2 implementations for the Bifrost and Valhall architectures of our Mali GPU, and we will continue to deliver optimized tools and technologies that make performance more accessible for developers designing for the next generation of immersive experiences,” said Pablo Fraile, director of developer ecosystems, client line of business, Arm.

“Stadia is thrilled to see the long-awaited features in Vulkan 1.2. Not only are they a game changer for Stadia but for the Vulkan ecosystem as a whole. Vulkan 1.2 brings remarkable improvements for HLSL support in Vulkan and the increased flexibility and performance gains will enable developers to take greater advantage of the GPU than ever before. Stadia can’t wait to see how developers leverage the new timeline semaphore, descriptor indexing, and finer type subgroup operations in graphics and compute for their next generation titles,” said Hai Nguyen, staff technical solutions engineer, Google Stadia.

“Imagination welcomes the launch of Vulkan 1.2. It’s a great update and will really benefit developers. Our latest GPU architecture – IMG A-Series – will fully support Vulkan 1.2 and will help developers achieve the best performance and power savings. Our best-in-class tools, such as PVRTune and PVRCarbon, are designed with Vulkan in mind, giving developers detailed information of profiling and debugging,” said Mark Butler, vice president of software engineering, Imagination Technologies.

“Intel is delighted by the release of Vulkan 1.2 and looks forward to seeing developers take advantage of it to deliver even richer visual computing experiences,” said Lisa Pearce, vice president, Intel Architecture, graphics and software, and director of the visual technologies team. “With the broadest installed base of PC graphics processors capable of supporting Vulkan 1.2, and with products based on our breakthrough Xe architecture coming shortly, we’re excited to play a key role in enabling next-generation visual computing experiences for millions of users.”

“NVIDIA’s Vulkan 1.2 drivers are available today with full functionality for both Windows and Linux,” said Dwight Diercks, senior vice president of software engineering, NVIDIA. “With Vulkan enabling mission-critical applications on NVIDIA GPUs across desktop, embedded and cloud platforms, we’re driving innovative functionality to fuel the growing momentum of this key open standard.”

“We are very excited about the new capabilities in Vulkan 1.2. The VMA and scheduling features allow us to implement next-generation graphical and computing solutions across a wide array of hardware for our Cider game engine,” said Brad Wardell, CEO of Stardock Entertainment.

https://www.khronos.org/news/press/khronos-group-releases-vulkan-1.2
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Aparece OpenCL 3 el cual esta integrado; en parte, con Vulkan. Asi ayudara al tema de Ray Tracing, el cual, Khronos Group esta viendop ya de estandarizar para finales de este 2020.

https://www.khronos.org/files/opencl30- ... -guide.pdf
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Lo nuevo de las extensiones vulkan
https://www.khronos.org/registry/vulkan ... hap44.html
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Grupo Khronos termina de definir las caracteristicas de RT en Vulkan

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https://www.khronos.org/blog/vulkan-ray ... on-release
Today, Khronos® has released the final versions of the set of Vulkan®, GLSL and SPIR-V extension specifications that seamlessly integrate ray tracing into the existing Vulkan framework. This is a significant milestone as it is the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration - and can be deployed either using existing GPU compute or dedicated ray tracing cores. Vulkan Ray Tracing will be familiar to anyone who has used DirectX Raytracing (DXR) in DirectX 12, but also introduces advanced functionality such as the ability to load balance ray tracing setup operations onto the host CPU.
[..]


Extensiones dedicadas a Ray Tracing
Vulkan extension specifications

VK_KHR_acceleration_structure
VK_KHR_ray_tracing_pipeline
VK_KHR_ray_query
VK_KHR_pipeline_library
VK_KHR_deferred_host_operations

SPIR-V extensions specifications

SPV_KHR_ray_tracing
SPV_KHR_ray_query

GLSL extensions specifications

GLSL_EXT_ray_tracing
GLSL_EXT_ray_query
GLSL_EXT_ray_flags_primitive_culling



Comparaciones con DirectX_Ray_Tracing [aka DXR]
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Los ultimos controladores de video de RTG|AMD dan soporte a Vulkan 1.2 con las recientes extensiones para Ray Tracing.

Y asi es como la version beta del controlador de video Adrenalin 20.11.13 cuenta con las extensiones de RT de vulkan 1.2

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Se ha añadidop una nueva extension 'VK_KHR_synchronization2', la cual mejora el rendimiento con las API Vulkan en los GPUs Radeon recientes de arquitectura RDNA2 [al serie radeon RX 6000].

LOs recientes controladores RTG|AMD Adrenalin ya incluyen esta extension de vulkan.


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Y ahora Vulkan tendra extensiones VkPipeline para el tema de computo en la nube, asi como implementacion en compiladores como Clang/LLVM, GCC y MSVC

https://www.khronos.org
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El principal objetivo es acelerar las simulaciones en laboratorios de estudio y analisis de fenomenos naturales o en cuestiones de investigaciones medicas, pero tambien se podria emplear para el tema de cine y series en el render de las imagenes. Todo esto empleando computo heterogener con OpenCL y con Vulkan para el tema grafico.

La principal ventaja que ofrece es el poder usar practicamente cualquier tipo de hardware grafico y de computo, en sus diversas arquitecturas como ARM p x86_64 para el procesador y GPUs de rtg|amd, nvidia, intel, etc. Asic omo de cualquier sistema operativo de uso general o alguno diseñado para uso exclusivo.
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Vulkan 1.3 ya esta aqui

Nuevas extensiones pensadas para mejorar la productividad de los desarrolladores, nuevas herramientas de depuracion y analisis, mayor control sobre el comportamiento del hardware, y dentor de esto, Khronos invita a los fabricantes a unirse al desarrollo de sus productos, ya que ahora Vulkan ira implementando paulatinamente todas esas funciones que ya han proyectado en sus GPUs a mediano y largo plazo. Asi vulkan estara a la par con el desarrollo del hardware. De igual manera esta vez uno de sus objetivos es hacer las funcionalidades de Vulkan disponible para todo el hardware grafico, tanto de PC como de otros dispositivos.

Imagen


Vulkan’s Evolution
“In this new phase of Vulkan's evolution, the Vulkan Working Group is taking significant steps to reduce fragmentation across the ecosystem and increase Vulkan’s value to the industry as a reliable cross-platform GPU API. We continue to expose new hardware features as extensions while improving the Vulkan API with new core versions that are portable to a wide range of devices. And now with the Vulkan Roadmap, we are committing to enhanced transparency and communication to forge industry consensus on baseline functionality Profiles that best serve Vulkan’s key markets,” said Tom Olson, Vulkan Working Group Chair and Distinguished Engineer at Arm.

The Vulkan Working Group welcomes feedback on GitHub about Vulkan 1.3 and the new approach to providing roadmap information. Developers are invited to register for a free Vulkanised Webinar on February 1, 2022 that will provide more detail on today’s announcement, and are welcome to join the Vulkan 1.3 Discord channel.

Industry Support
“AMD is pleased to announce that we expect to support for both Vulkan 1.3 and the Vulkan Roadmap 2022 profile on all AMD Radeon™ RX Vega Series and AMD RDNA™ architecture-enabled graphics cards. AMD Radeon Software beta drivers are available for developers today, with support in the final drivers expected in the next few months. The Vulkan Working Group taking the initiative to standardize hardware features across devices is an important step towards providing consistent support for developers across key markets, and we believe this will ultimately translate to better developer and end-user experiences,” said Andrej Zdravkovic, Senior Vice President, Software Development, AMD.

“The release of the Vulkan 1.3 Specification is a significant milestone. The latest iteration of the Khronos standard brings enhancements to improve the developer experience, including the introduction of Vulkan profiles, making it simpler for developers to understand platform capabilities and target a wider range of devices. Arm is committed to providing developers the tools and technologies to enable the next generation of compelling on-device experiences, and will support Vulkan 1.3 and the Roadmap 2022 profile on our Mali GPUs,” said Geraint North, senior director, Ecosystems and Engineering, Client Line of Business, Arm.

Vulkan Roadmap
In earlier core revisions of the Vulkan specification, we added a number of optional features to indicate that a particular feature is officially recommended by the Working Group or is expected to be reliably supported in certain markets. However, this mechanism of advertising “forward-looking” functionality has not resulted in clear guidance as there has been no firm agreement within Khronos to support these features from a certain date or in certain markets. As a result, developers working on a title often don’t have a clear idea of how well supported a particular feature is and must comb through vulkan.gpuinfo.org or ask IHVs directly what their plans are. So, we are now taking a different approach to advertising forward-looking functionality -- defining a public roadmap.

The Vulkan Roadmap will be used to decide where and how we spend our development efforts over the coming years. Periodically, we will create milestones along the roadmap to define features that will become the new baseline for mid-to-high-end GPUs across smartphone, tablet, laptop, desktop, and console markets from an assigned year. Defined roadmap milestones have significant advantages over the previous use of individual ‘core optional’ feature bits:
- Grouping of features into a coherent set
- Consensus and support from vendors shipping into the targeted markets
- A target release timeline; e.g., most Vulkan adopters supporting the Vulkan 2022 milestone will offer conforming devices by the end of the year

This new level of roadmap clarity provides hardware vendors a more precise target base specification, enables platform owners to better plan hardware expectations, and gives developers a known feature baseline to use for applications and games.

The Roadmap 2022 Milestone
Today we’ve announced the first milestone on the roadmap; Vulkan Roadmap 2022. The Roadmap 2022 milestone is a significant increase in required functionality beyond Vulkan 1.3, requiring several long-standing optional features that developers have requested and raising a number of limits. Crucially, we’ve also worked to ensure that most hardware vendors are going to support this milestone for new mid-to-high-end devices they develop for smartphone, tablet, laptop, console, and desktop markets starting in 2022.

One of the most notable requirements of the Roadmap 2022 milestone is descriptor indexing, which was added to Vulkan 1.2 but left as optional. Descriptor indexing enables developers to use enormous numbers of descriptors across their shaders without rebinding descriptor sets and to update those descriptors in parallel with rendering. This lets applications make much smarter choices about resource management. Hai Nguyen gave a talk on this at our 2018 developer day in Montreal, and there are also several excellent articles on this topic. This is often referred to as “bindless” due to the historical association with GL_ARB_bindless_texture.

https://www.khronos.org/blog/vulkan-1.3 ... admap-2022
https://www.khronos.org/news/press/vulk ... developers
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Ya esta implementado Vulkan 1.3 en la reciente version del controladro 'Adrenalin' de las GPUs Radeon de RTG|AMD

Radeon Software Adrenalin 22.2.1
Vulkan®1.3 and Vulkan® Roadmap 2022
Our Vulkan beta drivers for AMD support the Vulkan® 1.3 Specification and the Vulkan® Roadmap 2022 milestone. Vulkan and the Vulkan logo are registered trademarks of the Khronos Group Inc.
- VK_KHR_maintenance4
- VK_EXT_global_priority_query
- VK_EXT_depth_clip_control
- VK_EXT_provoking_vertex
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Y RTG/GPUOpen han liberado la version mas reciente del SDK AMF [Advanced Media Framework], que es una herramienta de programacion para usar el hardware de los GPUs Radeon. Esta version mejora el soporte a Vulkan 1.3 y las nyuevas instrucciones para codificacion de video en H264/h265

AMF v1.4.24.0
- New AMD Direct Capture component and updated DVR sample app
- New HQ Scaler ( Bilinear / Bicubic / FSR )
- Vulkan support for PreAnalysis component
- Vulkan support for HEVC Encoder ( Navi+ )
- Support for temporal layer query for AVC and HEVC Encoder
- Support for consecutive B-frames and adaptive miniGOP for AVC Encoder
- Improved H264 Encoding on Vulkan ( both Windows & Linux Navi+ )

Esperemos que dentro de poco los programas para codificacion de video junto a los de captura de pantalla [como OBS] actualizen sus bibliotecas para usar esta version optimizada.
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Pero mira nada mas

En la misma pagina de Khronos hay mucho libro sobre Vulkan en chino
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La version de Codigo Abierto v-2022.Q3.4 de los controladores de Linux para las RTG|AMD Radeon RX 6000 tienen soporte para RayTracing en tiempo real, y que viene de la mano de la API Vulkan 1.3.225 que recientemente salio.

Se puede encontrar el controlador en los repositorios de GPUOpen.
https://github.com/GPUOpen-Drivers/AMDV ... -2022.Q3.4


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Dentro de poco Vulkan contara con una funcion similar a la API DirectStorage, pues varios desarrolladores [como nvidia] estan realizando esta tarea.

DirectStorage [DS] es una API que forma parte del paquete DirectX12, la cual permite al GPU ir al HDD/SDD para abrir archivos que requiere el motor grafico del juego, y todo esto sin requerir del procesador. De esta manera el GPU podra cargar texturas, isntrucciones y otros elementos necesarios para la creacion grafica del mundo virtual del juego. Ademas tambien DS permite la descompresion por hardware del GPU para esos archivos que vienen comprimidos disminuyendo mucho los tiempos de carga y microcortes.

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TRASTARO está baneado del subforo hasta el 6/11/2024 07:52 por "reflotar sus hilos sin aportar información"
Nuevas extensiones para vulkan y con ello nuevos compiladores con el SDK, dentro de las extensiones vienen mejoras para el tema de Ray_Tracing y el uso de buffers y memoria

New Extensions
These Vulkan headers now include the following new extensions:
- VK_LUNARG_direct_driver_loading
- VK_QCOM_multiview_per_view_viewports
- VK_EXT_descriptor_buffer
- VK_NV_memory_decompression
- VK_NV_ray_tracing_invocation_reorder
- VK_NV_copy_memory_indirect



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1.3.236.0 SDK de Lunar)G

New SDK Updates
- New loader environment variables have been added to support advanced debugging of layer and driver issues. Refer to the loader debugging documentation and the LunarG white paper, “The Vulkan Loader and Vulkan Layers: Diagnosing Layer Issues.” For Windows developers, to get the new loader capabilities, be sure to download and install the VulkanRT Runtime installer from LunarXchange.
- The Vulkan Profiles toolset is no longer in Beta status.
- Continued improvement in the validation layers via bug fixes and more VUID coverage

Pagina oficial de descarga del SDK de Lunar)G para win, gnu/linux y macosx: vulkan.lunarg.com/sdk/home#windows

Vulkan 1.3.239 Released With New Huawei Extension phoronix.com/news/Vulkan-1.3.239-Released


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¿Y como les va con vulkan?
TRASTARO está baneado del subforo hasta el 6/11/2024 07:52 por "reflotar sus hilos sin aportar información"
Con la reciente version de la API se agrega una extension especifica para los smartphone de Huawei y asi aprovechar mejor el procesador grafico de estos dispositivos.

Vulkan 1.3.239 Released With New Huawei Extension

VK_HUAWEI_cluster_culling_shader
Khronos Group
Cluster Culling Shader(CCS) is similar to the existing compute shader; its main purpose is to provide an execution environment in order to perform coarse-level geometry culling and level-of-detail selection more efficiently on GPU.
The traditional 2-pass GPU culling solution using compute shader needs a pipeline barrier between compute pipeline and graphics pipeline, sometimes, in order to optimize performance, an additional compaction process may also be required. this extension improve the above mentioned shortcomings which can allow compute shader directly emit visible clusters to following graphics pipeline.
A set of new built-in output variables are used to express visible cluster, in addition, a new built-in function is used to emit these variables from CCS to IA stage, then IA can use these variables to fetches vertices of visible cluster and drive vertex shader to shading these vertices. As stated above, both IA and vertex shader are preserved, vertex shader still used for vertices position shading, instead of directly outputting a set of transformed vertices from compute shader, this makes CCS more suitable for mobile GPUs.

github.com/KhronosGroup/Vulkan-Docs/commit/4941f94e8e36e99e6e1fe430c9e2569dfb6c1937
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Y continuamos con el computo heterogeneo con Vulkan, y ademas de OpenCL tambien con C++.


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Grupo Khronos a creado un departamento especializado en crear la interoperabilidad CPU-GPU desarrolando herramientas que permitan enlezar Vulkan, OpenCL/C++ con el fin de facilirar a los programadores la creaciond e software que use procesador-gpu.

Khronos to Create SYCL SC Open Standard for Safety-Critical C++ Based Heterogeneous Compute
New Working Group designing derivative of the SYCL framework for high-level parallel programming to streamline safety certification in automotive, avionics, industrial, and medical markets; Open call for industry participation
khronos.org/news/khronos-to-create-sycl-sc-open-standard-for-safety-critical-c-based-heterogeneous-compute
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Intel publica el primer compilador C++ que sigue las normas de SYCL-SC

Intel libera su compilador oneAPI DPC++/C++ que cumple todos los requerimientos para SYCL con las siguientes funcionalidades y funciona para usar en el CPU o GPU o ambos a la vez

- Unified Shared Memory (USM), enabling heterogeneous code targeting different devices to work naturally with standard C++ pointers without buffers or accessors.
- Parallel Reductions, adding a built-in reduction operation, providing maximum performance for hardware with builtin operations.
- Work Group and sub-group algorithms, enabling efficient operations between multiple work items.
- Class Template Argument Deduction (CTAD) and deduction guides to enable simpler class template instantiation.
- Simplification of Accessors, which adds a built-in reduction operation, enabling simplified C++ patterns.
- Expanded Interoperability with different backends, enabling support for backends other than Level Zero and OpenCL*, including interfaces to tie in proprietary closed-source runtimes or provide wrappers for hardware-specific code snippets.
- Improvements to Atomic Operations aligning closely to ISO C++ atomics enabling more parallel programming freedom.

Descarga:
-->intel.com/content/www/us/en/developer/articles/tool/oneapi-standalone-components.html#dpcpp-cpp

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community.amd. com/t5/gaming/amd-fsr-3-1-announced-at-gdc-2024-fsr-3-available-and-upcoming/ba-p/674027
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