LunarG has released new Windows, Linux, and macOS SDKs for Vulkan header 220.127.116.11. The prior SDK supported Vulkan API revision 1.2.131. Please read on for the list of many new features in the SDK, including shader tool chain API libraries, the provisional ray tracing extension, and more.
Overview of new features to Vulkan SDK 1.2.135
- Inclusion of the shader tool chain API libraries coming from glslang, shaderc, SPIRV-Cross, and SPIRV-Tools.
- A new validation layer object has been added that processes debugPrintfEXT operations in shaders, retrieves the values to be printed, and sends a formatted string to the validation debug callback.
- Easier and quicker to build samples.
- Enhancements to Best Practices in the Khronos Validation Layer including ARM GPU-specific best practices checks.
- Support for the following many new extensions including new provisional VK_KHR_ray_tracing.
- Added support for VK_EXT_tooling_info for several LunarG SDK layers.
- VK_LAYER_LUNARG_standard_validation (meta-layer) has been removed and can no longer be referenced.
- Some notable improvements to Validation Layer error messages in response to feedback from the recent LunarG Vulkan Ecosystem Survey.
- Bug fixes and improved validation coverage.
- For the macOS SDK, all app bundles included with the SDK are now notarized for use on macOS.
Vktrace and vkreplay deprecation notice
This SDK and the next SDK (June timeframe?) are the last SDKs that will include the vktrace and vkreplay tools. It will be replaced with GFX Reconstruct (https://github.com/LunarG/gfxreconstruct). Vktrace/vkreplay will still be available via a github repository but will not be included in future SDKs.
For more information
Please read the Release Notes for Linux, Release Notes for Windows, or Release Notes for macOS for additional information or go to the Vulkan SDK download site to download this new SDK. 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 in the Documentation directory of the SDK and on this website.
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.