Author Topic: Vulkan SDK 1.1.121.0 released  (Read 984 times)

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Stefan

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Vulkan SDK 1.1.121.0 released
« on: September 13, 2019, 04:37:19 AM »
New SDKs Released for Vulkan Header 1.1.121
 Released 9/12/2019
LunarG has released new Vulkan SDKs for Windows, Linux, and macOS based on the 1.1.121.0 header.
Overview of new additions to Vulkan SDK 1.1.121
 
  • New GPU assisted validation for VK_EXT_buffer_device_address
  • Two new passes have been added to spirv-opt to automatically convert SPIR-V shaders to utilize RelaxedPrecision semantics. These passes allow the developer to take advantage of lower precision computations without having to make changes to the shader source
  • VK_LUNARG_assistant_layer has moved to the VK_LAYER_KHRONOS_validation layer as a best practices object
  • The loader will now check the API version implemented by a driver by checking the version in the driver's manifest JSON file to help avoid a crash that could be present in old Vulkan 1.0 drivers
  • vkconfig now includes the ability to configure the VK_LAYER_LUNARG_screenshot, VK_LAYER_LUNARG_devsim_simulation layers, and VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT
  • Bug fixes and improved validation coverage
  • Since the release of SDK 1.1.114, the following extensions have been added to the Vulkan spec and may be supported by a Vulkan device:
    • VK_AMD_device_coherent_memory
    • VK_AMD_shader_core_properties2
    • VK_AMD_pipeline_compiler_control
    • VK_EXT_line_rasterization
    • VK_EXT_texture_compression_astc_hdr
    • VK_EXT_index_type_uint8
    • VK_EXT_subgroup_size_control
    • VK_KHR_pipeline_executable_properties
For more information
Much of the documentation for this SDK is contained in the Getting Started Guides (Windows Getting Started Guide, Linux Getting Started Guide, macOS Getting Started Guide), found on this website. Also please read the Release Notes for Linux, Release Notes for Windows, or Release Notes for macOS for additional information.
LunarG’s software engineering experts create innovative products and services for open source and commercial customers using leading-edge 3D graphics and compute technologies, including Vulkan, SPIR-V, OpenXR, and OpenGL. We have strengths in performance analysis and tuning, runtime and tools development, shader optimizations, driver development, and porting engines and applications to Vulkan.
For more information about LunarG, please check out our website.