r/VulkanHelp

35 archived posts · Aug 2017 – Jul 2026

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u/fiber2•

u/Ekzuzy shared a stackexchange post that is worth posting here. The second post about OpenGL is below the first one.


Here's a non-exhaustive list of Vulkan and DirectX 12. This is cobbled together using criteria similar to that of Nathan's.

Overall both APIs are surprisingly similar. Things like shader stages remain unchanged from DX11 and OpenGL. And obviously, DirectX uses views to make things visible to shaders. Vulkan also uses views, but they are less frequent.

Shader visibility behavior differs a bit between the two. Vulkan uses a mask to determine if a descriptor is visible to the various shader stages. DX12 handles this

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