Don't want to see articles from a certain category? When logged in, go to your User Settings and adjust your feed in the Content Preferences section where you can block tags!
We do often include affiliate links to earn us some pennies. See more here.
NVIDIA has put out what they call 'VkHLF', a high level abstraction library on top of Vulkan. Looks like it's under a BSD-style license too.

It's described as so:
QuoteVkHLF is an experimental high level abstraction library on top of Vulkan. It adds features like transparent suballocation, resource tracking on the CPU & GPU and simplified resource creation while staying as close as possible to the original Vulkan API. In contrast to Vulkan-Hpp, which was carefully designed not to introduce any additional cost, this library can add a signifact cost depending on the usage pattern. Though, when used properly, it is possible to use this library with minimal additional cost while improper use can result in OpenGL performance levels.


It's still in the early stages, but it sounds very interesting. It essentially makes working with certain parts of Vulkan easier without adding an overhead if used correctly.

I wonder how many more Vulkan layers we can expect to see?

You can find VkHLF on github. Article taken from GamingOnLinux.com.
Tags: NVIDIA, Vulkan
7 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
The comments on this article are closed.
15 comments
Page: «2/2
  Go to:

Shmerl Jan 11, 2017
Quoting: tuubi
Quoting: ShmerlVulkano is easier to use than raw Vulkan: https://github.com/tomaka/vulkano
Yeah, but I don't think game devs will switch to Rust just to use it. Anyway, the more the better. There's never a single approach that works best for everybody.

Some already might. Rust can remove a lot of pains that exist in C++ despite all the latest advancement in the language. The only thing that can slow down such adoption would be middleware. Tons of stuff exists in C++ for gaming engines to use, and so far there is no interop with Rust (or with any other language for that matter really). Libraries in C are better in this sense - you can use them from Rust. SDL is a good example.
tuubi Jan 11, 2017
View PC info
  • Supporter Plus
Quoting: Shmerl
Quoting: tuubi
Quoting: ShmerlVulkano is easier to use than raw Vulkan: https://github.com/tomaka/vulkano
Yeah, but I don't think game devs will switch to Rust just to use it. Anyway, the more the better. There's never a single approach that works best for everybody.

Some already might. Rust can remove a lot of pains that exist in C++ despite all the latest advancement in the language. The only thing that can slow down such adoption would be middleware. Tons of stuff exists in C++ for gaming engines to use, and so far there is no interop with Rust (or with any other language for that matter really). Libraries in C are better in this sense - you can use them from Rust. SDL is a good example.
Sure, but this only applies to projects that start from scratch. And besides, you're underestimating the effort and the risk of dumping existing code bases and know-how in any organization larger than a single developer.

I don't doubt that Rust is a nice programming language though.
Shmerl Jan 11, 2017
Quoting: tuubiSure, but this only applies to projects that start from scratch. And besides, you're underestimating the effort and the risk of dumping existing code bases and know-how in any organization larger than a single developer.

I don't doubt that Rust is a nice programming language though.

Knowledge usually isn't dumped, it's simply extended. I.e. they might be invested in C++, but if they are smart, they can start shifting things to Rust gradually.
tuubi Jan 11, 2017
View PC info
  • Supporter Plus
Quoting: ShmerlKnowledge usually isn't dumped, it's simply extended. I.e. they might be invested in C++, but if they are smart, they can start shifting things to Rust gradually.
Maybe Rust will replace C++ in the industry one day, who knows. I don't think this will happen quickly though.

In any case, the thread is about VkHLF, which is a C++ library. I think most games that would benefit from Vulkan are still developed in C++ so this library certainly seems useful.

We'll see if AMD and/or Intel deem it necessary to provide their own competing abstractions. They could always try to optimize them for their own hardware's strengths. Nvidia certainly might.
Shmerl Jan 11, 2017
Yeah, as long as the higher level API doesn't dictate a global design (for instance how to use multithreading) and doesn't mandate stateful approach (like OpenGL), it should be useful.
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.