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Developing Vulkan® applications - AMD GPUOpenDeveloping Vulkan® applications - AMD GPUOpen

Developing Vulkan® applications

Vulkan is developed by the Khronos Group, and provides an open standard low-level graphics API for creating graphics applications.

Here on GPUOpen, we not only provide tools and libraries to help you with the development of your Vulkan application, but we’ve produced quite a few detailed blogs and videos to support you along the way too. 

Blog posts

We have many blog posts covering Vulkan, but those chosen below are a handy introduction to some of the important concepts. 

Renderpasses are objects designed to allow an application to communicate the high-level structure of a frame to the driver.

Vulkan validation layers make it easier to catch any mistakes, provide useful information beyond basic errors and minimize portability issues.

This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips.

Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here.

An important part of learning the Vulkan® API is to understand what types of objects are defined by it, what they represent and how they relate to each other.

A guide to using our machine-readable mapping that you can integrate into your software for decoding Radeon™ Vulkan® versions.

Introducing AMD checks for the Vulkan® Best Practice validation layer! Find out more about how it now incorporates many of our performance suggestions.

For more of our blog posts on Vulkan, see further down.

Radeon Vulkan version table

We regularly update a table (including a machine-readable XML version) which you can integrate into your application for decoding the version of Vulkan being used in a particular AMD Software: Adrenalin Edition driver.

Sample - “HelloVulkan”

Ready to put things into practice? Our “HelloVulkan” sample is a great way to get hands-on and see how everything works.

We have more Vulkan samples further down the page too.

Libraries and tools

If you’re looking for some welcome help with allocating and managing memory, our critically acclaimed and widely used Vulkan Memory Allocator (VMA) library, now available as an optional add-on with the Vulkan SDK, is exactly what you need!

Our very popular Radeon Developer Tool Suite is a package containing several tools to help you analyze and optimize your Vulkan application, and now includes ray tracing analysis. 

Don’t forget, you can also find Vulkan support with our FidelityFX effects. We also have other tools and SDKs which support Vulkan.

Ready to learn more?

Pay a visit to our dedicated Vulkan page here on GPUOpen. And don’t forget to visit vulkan.org for lots more information.

AMD DGF: An Open Geometry Compression Standard
AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and easier engine integration.
Introducing AMD DGF SuperCompression
AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deployment.
AMD releases Vulkan support for Dense Geometry Format
We’ve released a provisional Vulkan® extension for AMD Dense Geometry Format (DGF), our block-based geometry compression technology.
GPU Work Graphs mesh nodes in Vulkan®
We’ve added mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue.
Radeon™ GPU Detective adds Vulkan® support on Windows®
The latest version of Radeon™ GPU Detective is out now! RGD v1.1 introduces support for post-mortem analysis of Vulkan applications on Windows.
How do I become a graphics programmer? - A small guide from the AMD Game Engineering team
It is often difficult to know where to start when taking your first in the world of graphics. This guide is here to help with a discussion of first steps and a list of useful websites.
Radeon™ Memory Visualizer 1.6 introduces improved device configuration info and an expanded Resource details pane
Radeon Memory Visualizer v1.6 adds improved device configuration information, and more parameters on the resource details pane.
Vulkan’s Best Practice layer now has AMD-specific checks
Introducing AMD checks for the Vulkan® Best Practice validation layer! Find out more about how it now incorporates many of our performance suggestions.

Other GPUOpen samples that use Vulkan

Latest Vulkan news on GPUOpen

Announcing GPU Work Graphs in Vulkan®
AMD is providing an experimental AMD extension to access GPU Work Graphs in Vulkan. Check out this post for usage examples and resources.
The latest Vulkan SDK now ships with Vulkan Memory Allocator (VMA)
VMA appears as an optional component that can be selected in the Vulkan SDK 1.3.216.0 installer.
Radeon Rays v4.1 is now available – with open source!
Our accelerated ray intersection library for DirectX®12 and Vulkan®. The source code for v4.1 is now available on GitHub under the MIT license.
Vulkan® VK_KHR_synchronization2 extension support
Our latest developer driver has just been released, providing initial support for the Vulkan VK_KHR_synchronization2 extension.
Vulkan® ray tracing extension support in our latest AMD Radeon™ Adrenalin driver 20.11.3
Read about the Vulkan® ray tracing extensions now supported by our latest driver.
New Vulkan® Extensions in our latest Radeon™ Software Adrenalin driver 20.9.2
Read about the three new Vulkan® extensions in the latest release of our Radeon™ Software Adrenalin Edition driver 20.9.2: VK_KHR_buffer_device_address, VK_EXT_robustness2, and VK_EXT_shader_image_atomic_int64.
New Vulkan® Extensions in our latest Radeon Software Adrenalin driver 20.8.3
Our latest Radeon Software Adrenalin Edition driver – 20.8.3 – includes a few recent extensions that aim to improve developer and user experience.
Vulkan® support now available for more FidelityFX effects
Announcing the Vulkan® versions of three of our newer FidelityFX effects - SSSR, LPM, and CACAO.

Developing with DirectX®12? We have a similar page for DirectX®12 developers!

Related news and technical articles

AMD DGF: An Open Geometry Compression Standard
AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and easier engine integration.
Introducing AMD DGF SuperCompression
AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deployment.
AMD releases Vulkan support for Dense Geometry Format
We’ve released a provisional Vulkan® extension for AMD Dense Geometry Format (DGF), our block-based geometry compression technology.
GPU Work Graphs mesh nodes in Vulkan®
We’ve added mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue.
Radeon™ GPU Detective adds Vulkan® support on Windows®
The latest version of Radeon™ GPU Detective is out now! RGD v1.1 introduces support for post-mortem analysis of Vulkan applications on Windows.
How do I become a graphics programmer? - A small guide from the AMD Game Engineering team
It is often difficult to know where to start when taking your first in the world of graphics. This guide is here to help with a discussion of first steps and a list of useful websites.
Radeon™ Memory Visualizer 1.6 introduces improved device configuration info and an expanded Resource details pane
Radeon Memory Visualizer v1.6 adds improved device configuration information, and more parameters on the resource details pane.
RDNA Performance Guide
Our one-stop resource for getting great AMD RDNA™ performance on Vulkan® and DirectX®12 APIs!