~/talk

Vulkan vs. OpenGL: A Sample Based Introduction

Talkat droidcon Berlin 2018 · 2018-06-25..06-27· [android, web-performance]
slides:none on file

Compares how OpenGL and Vulkan actually draw triangles, showing that OpenGL uses GLSL shaders compiled by drivers while Vulkan requires precompiled SPIR-V binaries (via shaderc or Android Studio’s shader folder). Demonstrates Vulkan image lifecycle with vkCreateImage, find memory type, allocate, bind, and explicit queue/fence synchronization. Notes Vulkan needs NDK/C++ on Android, gives working triangle and texture examples from Google samples/GitHub, and warns mis-specified memory or sync can crash the device.

AI-written summary · about

  1. 0:00Introduction and joke
  2. 2:09OpenGL and the Ogillians
  3. 5:41Vulcans and their traits
  4. 9:57Memory management in Vulkan
  5. 15:59Synchronization and queues
  6. 17:06Summary and comparison
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