Released 14 June 2022
Today LunarG released new Windows, Linux, and macOS SDKs for Vulkan header 1.3.216 that include the AMD Memory Allocator, Validation Layer Fine-Grained Locking by default, vkconfig enhancements, and new extensions, including enhancements for the Portability Enumeration extension for the macOS SDK. The prior SDK supported Vulkan header 1.3.211.
New Features Added to all SDKs
- AMD Memory Allocator
- Validation Layer Fine-Grained Locking is enabled by default. See the Fine Grain Locking documentation.
- Vkconfig has been enhanced so as not to emit an error when all layers are not the same version
List of the New Extensions in the 1.3.216.0 SDK
Note that extensions are optional and may not be implemented by the underlying driver/ICD. Applications can now query for the presence of these new features:
- VK_KHR_fragment_shader_barycentric
- VK_AMD_shader_early_and_late_fragment_tests
- VK_EXT_image_compression_control
- VK_EXT_pipeline_properties
- VK_EXT_subpass_merge_feedback
- VK_KHR_ray_tracing_maintenance1
macOS Updates
In addition to the updates listed above, the macOS SDK now supports a Vulkan Loader that recognizes the Vulkan Loader extension, VK_KHR_portability_enumeration, which enables or disables enumeration of portability (non-conformant) implementations. Portability enumeration now produces an error instead of a warning.
MoltenVK version 1.1.10 is now supported, which adds the following enhancements: vkGetRefreshCycleDurationGOOGLE() for macOS, updated build settings to support Xcode 13.4, updated to the latest SPIRV-Cross, and support for the following extensions:
- VK_KHR_separate_depth_stencil_layoutsVK_KHR_separate_stencil_usage
- VK_KHR_portability_enumeration
- VK_KHR_dynamic_rendering
- VK_KHR_fragment_shader_barycentric
Removal Notice
Support for Visual Studio 2015 has been removed from the Windows SDK.
For More Information about the SDKs
Please read the Release Notes for Linux, Release Notes for Windows, or Release Notes for macOS.
More Information about LunarG
LunarG 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.