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Vulkan Samples

License Vulkan Platform

A comprehensive collection of Vulkan examples demonstrating various aspects of modern graphics programming, debugging techniques, and integration with NVIDIA tools. This repository serves as both a learning resource and a reference implementation for Vulkan development.

Quick Start

Prerequisites

  • nvpro_core2: Vulkan helper classes and utilities
  • Vulkan 1.4+ compatible GPU and drivers
  • CMake 3.18+

Build Instructions

# Clone repositories
git clone https://github.com/nvpro-samples/nvpro_core2.git
git clone https://github.com/nvpro-samples/vk_mini_samples.git

# Build
cd vk_mini_samples
cmake -B build -S .
cmake --build build -j 8

Compiled files will be under the _bin directory.

Learning Path

For Beginners

Start with these foundational samples to understand the framework:

Sample Description Image GLSL Slang
solid_color Single-pixel texture creation and display - -
rectangle 2D rectangle rendering to GBuffer

Sample Catalog

Graphics & Rendering

Sample Description Image GLSL Slang
barycentric_wireframe Single-pass solid-wireframe rendering using gl_BaryCoordNV
gltf_raytrace glTF scene loading with path-tracing renderer
image_ktx KTX image display with tonemapping post-processing
image_viewer Image loading with zoom and pan functionality
line_stipple Dashed line rendering with stipple pattern
mesh_shaders Basic mesh shaders without task shader (baseline)
mesh_task_shaders Mesh and task shaders with GPU-driven frustum culling
mm_opacity Micromap opacity implementation
msaa Hardware Multi-Sampling Anti-Aliasing demonstration
offscreen Windowless rendering with image save functionality
rectangle 2D rectangle rendering to GBuffer
simple_polygons Multi-polygon object rasterization
solid_color Single-pixel texture creation and display
texture_3d 3D texture creation and ray marching

Ray Tracing & Advanced Graphics

Sample Description Image GLSL Slang
ray_query Inline raytracing in compute shaders
ray_query_position_fetch Using VK_KHR_ray_tracing_position_fetch in ray query
ray_trace Basic ray tracer with metallic-roughness shading

More raytracing examples can be found in the vk_raytracing_tutorial_KHR.

Compute & Performance

Sample Description Image GLSL Slang
compute_multi_threaded Executing compute shaders in separate threads
compute_only Basic compute and display example
memory_budget Dynamic memory allocation within budget constraints
realtime_analysis Real-time GPU information display

Development & Debugging

Sample Description Image GLSL Slang
crash_aftermath Integration of Nsight Aftermath SDK
gpu_monitor GPU usage visualization
shader_object Shader object and dynamic pipeline usage
shader_printf Shader debugging with printf functionality
tiny_shader_toy Real-time shader compilation with error display

Architecture

Rendering Pipeline

The samples demonstrate an indirect rendering approach with the following structure:

  1. Off-screen Rendering → Sample renders to off-screen buffer
  2. GUI Integration → Rendered content embedded in GUI layout
  3. Composite Renderingnvapp::Application combines GUI elements
  4. Swapchain Presentation → Final composition presented to screen

Application Architecture

The examples in this repository leverage various utilities from the nvpro_core2 framework. Central to each sample's implementation is the Application class, which provides core functionality for:

  • Window creation and management
  • User interface (UI) initialization
  • Swapchain setup integrated with the ImGui framework

The Application class is an enhanced derivative of the Dear ImGui Vulkan example, optimized for our use cases.

Modular Design

Samples are implemented as Elements and attached to the Application instance. This modular approach allows for:

  1. Separation of concerns between core application logic and sample-specific code
  2. Consistent handling of UI rendering and frame operations across different samples

Application Lifecycle

The following diagram illustrates the complete application lifecycle, from initialization through the main rendering loop:

---
config:
  layout: dagre
---
flowchart LR
    subgraph s1["Application Element"]
        O["onAttach: Initialize"]
        P["onUIMenu: Menu Items"]
        Q["onUIRender: UI Widgets"]
        R["onPreRender: Pre-frame Setup"]
        S["onRender: GPU Commands"]
        T["onPostRender: Post-frame Setup"]
        U["onDetach: Cleanup"]
    end
    
    A["Constructor"] --> B["init: Setup Window, Vulkan, ImGui"]
    B --> C["run: Main Loop"]
    C --> D["Frame Setup: Events, ImGui, Viewport"]
    D --> E["prepareFrameResources"]
    E -- Success --> F["beginCommandRecording"]
    E -- Fail --> C
    F --> I["drawFrame: Element Processing"]
    I --> J["renderToSwapchain: ImGui"]
    J --> L["endFrame: Submit Commands"]
    L --> M["presentFrame"]
    M --> N["advanceFrame"]
    N --> C
    
    B -. addElement .-> O
    D -. Menu Bar .-> P
    I -. UI Phase .-> Q
    I -. "Pre-Render" .-> R
    I -. Render Phase .-> S
    I -. "Post-Render" .-> T
    
    C -->|Exit Event| V["shutdown()"]
    V -. onDetach .-> U
    
    E@{ shape: decision}
    style O fill:#f1f8e9
    style P fill:#f1f8e9
    style Q fill:#f1f8e9
    style R fill:#f1f8e9
    style S fill:#f1f8e9
    style T fill:#f1f8e9
    style U fill:#f1f8e9
    style A fill:#e1f5fe
    style C fill:#f3e5f5
    style I fill:#FFE0B2
    style M fill:#FFE0B2
    style V fill:#ffebee
Loading

Initialization Process

The init() method orchestrates the following setup procedures:

  1. GLFW Initialization: glfwInit() sets up the windowing system
  2. Vulkan Context: nvvk::Context::init() creates the Vulkan instance, device, and queues
  3. Window Creation: ImGui_ImplVulkanH_CreateOrResizeWindow() creates the window and swapchain
  4. ImGui Setup: ImGui_ImplVulkan_Init() initializes the ImGui Vulkan backend
  5. Swapchain: Manages presentation images

During initialization, core Vulkan resources are provided by the framework:

  • VkInstance: Connection between application and Vulkan library
  • VkPysicalDevice: Representation of the physical GPU
  • VkDevice: Logical representation of the physical GPU
  • VkQueue: Command submission queue for GPU operations

Execution Cycle

The run() method implements the main application loop, continuing until a termination event is triggered. Each iteration follows this sequence:

Frame Preparation

  1. Frame Setup: Process events, update ImGui, handle viewport changes
  2. Resource Management: prepareFrameResources() acquires swapchain image
  3. Cleanup: freeResourcesQueue() releases previous frame resources
  4. Synchronization: prepareFrameToSignal() sets up frame synchronization

Command Recording

  1. Command Buffer: beginCommandRecording() starts recording GPU commands
  2. Element Processing: drawFrame() invokes element callbacks in sequence:
    • onUIRender: UI widget rendering
    • onPreRender: Pre-frame setup operations
    • onRender: Sample-specific GPU commands
    • onPostRender: Post-frame cleanup operations

Frame Completion

  1. ImGui Rendering: renderToSwapchain() renders UI to swapchain image
  2. Synchronization: addSwapchainSemaphores() sets up presentation synchronization
  3. Submission: endFrame() submits command buffers to GPU
  4. Presentation: presentFrame() presents the completed frame
  5. Advancement: advanceFrame() moves to next frame resources

Element Lifecycle

Elements attached to the application follow a well-defined lifecycle:

  • onAttach: Called during addElement(), used for initialization
  • onUIMenu: Called during frame setup, adds menu items to the menu bar
  • onUIRender: Called during UI phase, renders ImGui widgets
  • onPreRender: Called before main rendering, handles pre-frame setup
  • onRender: Called during render phase, records GPU commands
  • onPostRender: Called after main rendering, handles post-frame cleanup
  • onDetach: Called during shutdown, used for cleanup and resource deallocation

Shader Language Support

SPIR-V Intermediate Representation

Vulkan uses SPIR-V as its intermediate shader representation, enabling support for multiple high-level shader languages.

Supported Languages

Slang (Default)

Slang - High-level shader language with C++-like syntax

  • Targets: SPIR-V (Vulkan), DirectX 12, CUDA, C++
  • Usage: Set USE_SLANG=1 in CMakeLists.txt

GLSL

OpenGL Shading Language - Native Vulkan ecosystem support

  • Usage: Set USE_SLANG=0 in CMakeLists.txt

Additional Dependencies

Required SDKs

Resources

Shader Language Resources

Related Projects

License

Copyright 2024-2025 NVIDIA CORPORATION. Released under Apache License, Version 2.0. See LICENSE file for details.

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