Did you know that since Vulkan 1.2 has been released by Khronos, there is no longer a need for a Vulkan SDK based on 1.0 or 1.1 headers? Read on to learn more in this recently updated and newly titled white paper.
LunarG releases OpenXR overlay extension open source implementation
LunarG announces the release of an open source implementation of the experimental XR_EXTX_overlay extension, introduced in OpenXR 1.0.8.
Results are Available for LunarG’s 2019 Vulkan Ecosystem Survey
Hi Vulkan API Developers! We conducted a survey of Vulkan usage and Vulkan ecosystem needs in December of 2019. Thanks to all the developers who answered our survey questions. The very constructive and informed feedback to this survey has resulted in a heightened focus from the Khronos Vulkan working group and ecosystem contributors to fix issues and provide solutions. We’re sharing a detailed summary report of the survey results. The report is available here. The survey results are best viewed on a PC or tablet.
Device Buffer Address Validation Added to Vulkan GPU-AV White Paper
LunarG updates the GPU-Assisted Validation white paper to reflect two new additions: 1) buffer device address validation and 2) information about the compatibility of line and source info generated by dxc as it would be consumed by the GPU-Assisted validation. LunarG originally released GPU-Assisted validation with the Vulkan SDK 1.1.97. These two new features are released with Vulkan SDK 1.1.121. Read on for more information about this new validation and its description in the updated LunarG GPU-Assisted Validation white paper.
Automatic RelaxedPrecision Decoration and Conversion in Spirv-Opt
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. The first pass can be used to automatically convert a whole SPIR-V shader to use RelaxedPrecision, which can be advantageous on both mobile and desktop GPUs. The second pass can be used to automatically convert a RelaxedPrecision-decorated shader to explicitly use 16-bit precision on devices that do not support RelaxedPrecision, but do support the VK_KHR_shader_float16_int8 extension, such as iOS/MoltenVK. Click here to read the entire white paper from LunarG.
New Automatic Relaxed Precision White Paper for SPIR-V
LunarG releases new RelaxedPrecision white paper for SPIR-V developers. This functionality is available along with the Vulkan 1.1.122.0 SDK release. Read on for more information about this new feature or read the details in the Automatic Relaxed Precision Decoration and Conversion in Spirv-opt white paper.
White paper update available for new Vulkan GPU-assisted validation
LunarG updates the GPU-Assisted Validation white paper to reflect new validation available for situations when the VK_EXT_descriptor_indexing extension is enabled. LunarG originally released GPU-Assisted validation with the Vulkan 1.1.97.0 SDK. Read on for more information about this new validation and its description in the updated LunarG GPU-Assisted Validation white paper.
Unified Validation Layer for Vulkan
This white paper, written for experienced Vulkan developers, describes the history and evolution Khronos Validation layer. Click here to read the entire white paper.


