A curated list of awesome Vulkan libraries, debuggers and resources. Inspired by awesome-opengl and other awesome-... stuff.
- Hardware Support
 - SDK
 - IHV Document
 - Tutorial
 - Apps
 - Samples
 - Libraries
 - Bindings
 - Tools
 - Books
 - Papers
 - Khronos
 - Community
 
- gpuinfo - Vulkan Hardware Database by Sascha Willems
 - Khronos
 - NVIDIA
 - AMD
 - Imagination
 - Intel
 - Qualcomm
 - Arm
 
- AMD
- Vulkan barriers explained
 - Vulkan Fast Paths
 - Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL
 - D3D12 & Vulkan: Lessons Learned
 - Say Hello to a New Rendering API in Town!
 - Vulkan Renderpasses
 - Performance tweets series: Barriers, fences, synchronization
 - Using the Vulkan™ Validation Layers
 - Most common mistakes in Vulkan apps
 - Vulkan Device Memory
 
 - NVIDIA
- Vulkan Device-Generated Commands
 - Getting Vulkan Ready For VR
 - GPU-Driven Rendering
 - GDC 16 - High-performance, Low-Overhead Rendering with OpenGL and Vulkan
 - GDC 16 - Vulkan and NVIDIA – The Essentials
 - Engaging the Voyage to Vulkan
 - Vulkan Shader Resource Binding
 - Vulkan Memory Management
 - OpenGL like Vulkan
 - Transitioning from OpenGL to Vulkan
 - Siggraph 15 talk - Vulkan on NVIDIA GPUs
 
 - Arm
 - Intel
 - Imagination
 - Samsung
 - Epic
 - Khronos
 - LunarG
- Vulkan SDK
 - Vulkan SDK Version Compatibility
 - Introducing the New Vulkan Configurator
 - Unified Validation Layer for Vulkan
 - Vulkan Synchronization Validation Quick Start Guide
 - Guide to Vulkan Synchronization Validation
 - Vulkan GPU-Assisted Validation
 - Automatic RelaxedPrecision Decoration and Conversion in Spirv-Opt
 - SPIR-V Legalization and Size Reduction with spirv-opt
 - All White Papers
 
 - Community
 
- How to Learn Vulkan - Meta post on how to learn Vulkan
 - I Am Graphics And So Can You - Blog post style tutorial for those new to graphics learning Vulkan.
 - Vulkan Game Engine Tutorial - Tutorial series on making a vulkan game engine by Brendan Galea on YouTube.
 - Kohi Game Engine Series - "Vulkan Game Engine series, where we make a game engine from the ground up using C and Vulkan".
 - Moving to Vulkan (Khronos UK May16)
 - jhenriques's tutorial
 - Lunarg's tutorial
 - Mike Bailey's Vulkan Page - Provides extensive Vulkan course slides. [CC BY-NC-ND 4.0]
 - Qualcomm Video Tutorial Series - Leans more towards Vulkan for mobile devices.
 - Raw Vulkan - Overview on how to program a Vulkan application from the ground up.
 - Siggraph
- An overview of next-generation graphics APIs - covers Vulkan, D3D12 etc.
 
 - Tutorial by Overv and its github repository. [CC BY-SA 4.0]
 - vulkan-sxs - explain the Vulkan API step by step and vulkan-sync - rephrase Vulkan's requirements on execution dependencies in a more precise form. [MIT]
 - Vulkan in 30 minutes - by baldurk.
 - Vulkan Demos and Tutorials. [MIT]
 - Vulkan Guide. [MIT]
 - Vulkan Lecture Series - University lectures by Johannes Unterguggenberger from the Research Unit of Computer Graphics, TU Wien. Covers basic and advanced topics like: Vulkan essentials, the swap chain, resources and descriptors, commands and command buffers, pipelines and stages, real-time ray tracing, and synchronization.
 
- The Talos Principle - by Croteam.
 - Dota2 - by Valve.
 - Basemark - by Basemark.
 - GFXBench 5 - by Kishonti.
 - ProtoStar - by Epic, built with Unreal Engine 4 technology.
 - DDraceNetwork - Cooperative 2D platformer with optional Vulkan backend. - zlib website
 - Doom - by id Software.
 - vkQuake - Vulkan Quake port based on QuakeSpasm. [GPL]
 - vkQuake2 - id Software's Quake 2 v3.21 with Vulkan support (Windows and Linux). [GPL]
 - q2vkpt - Real-time path tracer VKPT integrated into q2pro Quake 2 client. [gpl]
 - Linux port of SteamVR - SteamVR is built on top of the Vulkan API.
 - 3DMark - 3DMark API Overhead test.
 - Q2RTX - NVIDIA’s implementation of RTX ray-tracing in Quake II. [LICENSE]
 
- Khronos Vulkan samples [LICENSE]
 - Sascha Willems's samples and Deferred rendering of Sponza and his talk of Khronos_meetup_munich.
 - (Incomplete) Sascha Willems's samples port to Kotlin
 - Sascha Willems's Vulkan-glTF-PBR - physical based rendering with Vulkan using glTF 2.0 models. [MIT]
 - Vulkan Best Practice for Mobile Developers Samples
 - nvpro-samples - NVIDIA DesignWorks Samples. [LICENSE]
- gl_vk_chopper - Simple vulkan rendering example.
 - gl_vk_threaded_cadscene - OpenGL and Vulkan comparison on rendering a CAD scene using various techniques and the blog about it.
 - gl_vk_bk3dthreaded - Vulkan sample rendering 3D with 'worker-threads'.
 - gl_vk_supersampled - Vulkan sample showing a high quality super-sampled rendering.
 
 - NVIDIA GameWorks Samples - GameWorks cross-platform graphics API samples. [LICENSE]
 - LunarG's Samples
 - vkcube - 'vkcube' sample from krh, works under X, wayland and VT console with drm/kms.
 - Stardust from Intel - The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. [LICENSE]
 - Vulkan Quake port based on QuakeSpasm.
 - C# Samples - Port of Overv's tutorials to SharpVk [MIT]
 - Vulkan-Forward-Plus-Renderer - VFPR - a Vulkan Forward Plus Renderer. [MIT]
 - Laugh Engine - Vulkan implementation of real-time PBR renderer.
 - tinyrenderers - Single header implemenations of Vulkan and D3D12 renderers.
 - TLVulkanRenderer - Simple Vulkan-based renderer for my master thesis on real-time transparency. [CC BY-SA 4.0]
 - Vulkan-Hpp Samples - Fork of Sascha Willems excellent Vulkan examples that uses Vulkan-Hpp.
 - SDF Font Demo - Text rendering in Vulkan by estimating signed distance. [MIT]
 - vulkantoy - Shadertoy image shader test app with Vulkan. [MIT]
 - GL_vs_VK - Comparison of OpenGL and Vulkan API in terms of performance. [MIT]
 - Vulkan Basic Graphics Samples - Collection of simple graphics samples that are written using Magma library.
 - Simple RTX Vulkan raytracing tutorials. [MIT]
 - Ray Tracing In One Weekend (Vulkan RTX) - Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
 - Gears VK - Gears VK is a heavily modified port of the famous "gears" demo to Vulkan/Android/Linux. [MIT]
 - Hello triangle, based on Vulkan Ray Tracing extensions. [MIT]
 - Simple Animation Blender - A real-time 1D animation blender and player using Vulkan as graphical back end and ImGui for GUI. [MIT]
 
- 
2D
- imgui - Immediate Mode Graphical User interface. [MIT]
 - Skia - Google's 2D graphics library has a Vulkan backend, demonstrated in a cross-platform sample application with its own window library. [BSD 3-clause] website
 - VKVG - Vulkan 2D graphics library, API follows the same pattern as Cairo graphics lib, but with new functions.
 
 - 
Compute
- libvc - Vulkan Compute for C++. [LICENSE]
 - Vulkan Kompute - Blazing fast and lightweight Vulkan Compute Framework optimized for advanced GPU processing usecases. [Apache License 2.0]
 - ncnn - High-performance neural network inference framework with Vulkan based GPU inference. [BSD 3-clause]
 - vuh - Vulkan-based C++ GPGPU computing framework. [MIT]
 - VkFFT - Efficient Vulkan FFT library [MPL-2.0 License]
 
 - 
Low Level
- Vulkan Memory Allocator - Easy to integrate Vulkan memory allocation library from AMD. [MIT]
- [VulkanMemoryAllocator-Hpp] (https://github.com/malte-v/VulkanMemoryAllocator-Hpp) - C++ Bindings for VMA, like Vulkan-HPP
 
 - Fossilize - serialization format for various persistent Vulkan object types. [MIT]
 - vk-bootstrap - C++ utility library to jump start Vulkan development by automating instance, physical device, device, and swapchain creation. [MIT]
 - Google's vulkan-cpp-library - Vulkan abstraction library using C++11 for memory, resource management, type and thread safety as well as system independency. [Apache]
 - FrameGraph - Vulkan abstraction layer that represent frame as a task graph. [BSD 2-clause]
 - V-EZ - light-weight middleware layer for the Vulkan API targeting Professional Workstation ISVs. [MIT]
 - Vookoo - Vookoo is a set of dependency-free utilities to assist in the construction and updating of Vulkan graphics data structres. [MIT]
 - vpp - Modern C++ Vulkan Abstraction focused on performance and a straightforward interface. [MIT]
 - VulkanSceneGraph - Vulkan/C++17 scene graph project, successor to OpenSceneGraph.
 - Vulkan-WSIWindow - Multi-platform library to create a Vulkan window, and handle input events. [Apache License 2.0]
 - Screen 13 - An easy-to-use Vulkan render graph for Rust. [MIT]
 
 - Vulkan Memory Allocator - Easy to integrate Vulkan memory allocation library from AMD. [MIT]
 - 
Frameworks, Engines, Higher Level Rendering
- Acid - A high speed C++17 Vulkan game engine. [MIT]
 - AMD's Anvil - cross-platform framework for Vulkan. [LICENSE]
 - Auto-Vk - Vulkan convenience and productivity layer for modern C++, atop Vulkan-Hpp, by the Research Unit of Computer Graphics, TU Wien. [MIT]
 - Auto-Vk-Toolkit - C++ framework around Auto-Vk for rapid prototyping, research, and teaching, by the Research Unit of Computer Graphics, TU Wien. [MIT for the framework's code]
 - bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. [BSD-2-clause]
 - bsf - Modern C++14 library for the development of real-time graphical applications. [MIT]
 - Cinder and the story behind. [BSD]
 - DemoFramework - NXP GTEC C++11 cross-platform demo framework including lots of samples for Vulkan, OpenGL ES, OpenVX, OpenCL, OpenVG and OpenCV. [BSD-3-clause]
 - Diligent Engine - a modern cross-platform low-level graphics library that supports OpenGL/GLES, Direct3D11/12 and Vulkan. [Apache License 2.0]
 - Falcor - Real-time rendering framework from NVIDIA, supporting mainly DX12, with experimental Vulkan support. [BSD 3-clause]
 - glfw and the guide. [LICENSE]
 - Intrinsic Engine - Intrinsic is a Vulkan based cross-platform graphics and game engine. [Apache License 2.0]
 - Introductory Vulkan sample by GPUOpen. [MIT]
 - liblava - A modern C++ and easy-to-use framework. [MIT]
 - Logi - Light-weight object oriented Vulkan abstraction framework. [BSD 2-clause]
 - Lugdunum - Modern cross-platform 3D rendering engine built with Vulkan and modern C++14. [MIT]
 - openFrameworks - the most famouse C++ creative coding framework. [MIT]
 - PowerVR SDK - C++ cross-platform 3D graphics SDK to speed up development of Vulkan and GLES. [LICENSE]
 - Pumex - cross-platform Vulkan renderer implementing frame graph and simple scene graph. Able to render on many surfaces at once [MIT]
 - SDL - added cross-platform Vulkan graphics support in SDL_vulkan.h. [zlib]
 - small3d, Tiny Vulkan based C++ cross-platform game development framework [BSD 3-clause]
 - Spectrum - Work-in-progress framework and abstraction layer around Vulkan.
 - Tephra - A modern C++17 graphics and compute library filling the gap between Vulkan and high-level APIs like OpenGL. [MIT]
 - The-Forge - DirectX 12, Vulkan, macOS Metal 2 rendering framework. [Apache License 2.0]
 - VKFS - Cross-platform easy-to-use C++ framework that allows you to quickly initialize Vulkan and get a ready-made environment. Provides high-level abstraction over basic Vulkan objects.
 - Vulkan Launchpad - Vulkan framework for Windows, macOS, and Linux. Especially well-suited for Vulkan beginners, used in university education, by the Research Unit of Computer Graphics, TU Wien. [MIT]
- Vulkan Launchpad Starter - Starter template containing additional functionality and assets. [LICENSE]
 
 
 - 
Other API Interop and Implementations
- visor - Vulkan Ignoble Software Rasterizer. [MIT]
 - VulkanOnD3D12 - Vulkan API for D3D12. [Apache License 2.0]
 - rostkatze - C++ implementation of Vulkan sitting on D3D12 🐈[Apache License 2.0]
 - VK9 - Direct3D 9 compatibility layer using Vulkan
 - VUDA - header-only lib that provides a CUDA Runtime API interface. [MIT]
 - clspv - prototype compiler for a subset of OpenCL C to Vulkan compute shaders. [Apache License 2.0]
 - MoltenVK - run Vulkan on iOS and macOS. [Apache-2.0]
 - Zink - OpenGL implementation on top of Vulkan, part of Mesa project. [MIT]
 - glo / OpenGL Overload - OpenGL implementation on top of Vulkan.
 - gfx-portability - Vulkan Portability implementation on Metal and D3D12, based on gfx-rs.
 
 - 
Raytracing
- Quartz - Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language. [LGPL-3.0]
 
 - 
Scientific
 - 
Shaders
- glslang - Library for compiling glsl to spirv [BSD 3-Clause]
 - SPIRV-Cross - Library for reflection of spirv, simplify the creation of Vulkan pipeline layouts [ Apache-2.0 License]
 
 - 
Outdated
⚠️  
- ash - Vulkan bindings for Rust. [MIT]
 - gfx-rs - A low-overhead Vulkan-like GPU API for Rust. [Apache License 2.0]
 - libvulkan.lua - Lua bindings for Vulkan.
 - dvulkan - Auto-generated D bindings for Vulkan.
 - ErupteD - Another Auto-generated D bindings for Vulkan.
 - flextGL - Minimal Vulkan header/loader generator and the blog post about it.
 - Silk.NET - C# bindings for Vulkan and others. [MIT]
 - vulkan - Haskell bindings for Vulkan and Vulkan Memory Allocator [BSD-3-Clause]
 - nvk - JavaScript bindings for Vulkan. [MIT]
 - racket-vulkan - Racket bindings for Vulkan with detailed implementation notes. [MIT]
 - Vulkan-hpp Open-Source Vulkan C++ API originated from NVIDIA and the blog about it.
 - VulkanSharp - C# bindings for Vulkan. [MIT]
 - Vulkano - Safe and rich Rust wrapper around the Vulkan API. [MIT]
 - LWJGL - Lightweight Java Game Library 3 has Vulkan bindings. [BSD]
 - SharpVk - C# bindings for Vulkan with Linq-to-SPIR-V & NuGet package. [MIT]
 - vulkan - Ultimate Python bindings for Vulkan generated with CFFI. [Apache Licence 2.0]
 - vulkan-go - Go bindings for Vulkan. [MIT]
 - PasVulkan - Vulkan bindings plus high-level wrapper library for Object Pascal [Zlib]
 - vulkan-zig - Vulkan binding generator for Zig [MIT]
 - VK², Kotlin Wrapper for Vulkan: code expressiveness and safety meet graphic power [Apache License 2.0]
 - Vortice.Vulkan - .NET Standard 2.0 and .NET5 C# bindings [MIT]
 - Raw Node.js Vulkan API - A new Vulkan bindings for Node.JS, similar with LWJGL-3 or NVK.
 - Deno Vulkan - Vulkan API bindings for Deno. [Apache Licence 2.0]
 
- Nsight™ Visual Studio Edition 5.2+.
 - LoaderAndValidationLayers - from KhronosGroup. [Apache Licence 2.0]
 - renderdoc - by baldurk, a stand-alone graphics debugging tool. [MIT]
- RDCtoVkCpp - converts RenderDoc Vulkan capture to compilable and executable C++ code. [MIT]
 
 - VulkanTools - LunarG's tools including layers and configurator. [Apache Licence 2.0]
 - VKtracer - universal and easy-to-use profiler for Vulkan.
 - CodeXL - CodeXL goes open source. [MIT]
 - Qualcomm Adreno GPU Tools - samples, Adreno recommendation layer, best practice docs for Adreno GPU.
 - Qualcomm Snapdragon Profiler - includes Vulkan traces and frame captures for Adreno GPU.
 - Arm Mobile Studio - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU.
 - Open Capture and Analytics Tool (OCAT) - provides an FPS overlay and performance measurement for D3D11, D3D12, and Vulkan. [MIT]
 - gapid - Graphics API Debugger, can trace and replay Android OpenGL ES and Vulkan applications. [Apache License 2.0]
 - Arm - PerfDoc - a validation layer against the Mali Application Developer Best Practices document. [MIT]
 - glsl_trace - library for shader debugging and profiling for Vulkan and OpenGL. [MIT]
 - MangoHud - Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load. [MIT]
 
- Introduction to Computer Graphics and the Vulkan API by Kenwright - Introduce the reader to the exciting topic of computer graphics from a grounds-up practical perspective with the Vulkan API.
 - Learning Vulkan - by Parminder Singh - Get started with the Vulkan API and its programming techniques using the easy-to-follow examples.
 - Vulkan Cookbook- by Pawel Lapinski - Explores a wide range of graphics programming and GPU compute methods to make the best use of the Vulkan API.
 - Vulkan Programming Guide - by Graham Sellers and John Kessenich - Introduces powerful 3D development techniques for many fields.
 - Mastering Graphics Programming with Vulkan - Develop a modern rendering engine from first principles to state-of-the-art techniques, by Marco Castorina and Gabriel Sassone.
 
- The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses by Johannes Unterguggenberger, Bernhard Kerbl, and Michael Wimmer, Eurographics 2022 - Education Papers
 
- Specification
- Vulkan 1.0 Core API (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.0 Core API + Khronos-defined Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.0 Core API + all registered Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.1 Core API (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.1 Core API + Khronos-defined Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.1 Core API + all registered Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.2 Core API (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.2 Core API + Khronos-defined Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.2 Core API + all registered Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.3 Core API (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.3 Core API + Khronos-defined Extensions (Chunked HTML) (PDF) (Single-file HTML)
 - Vulkan 1.3 Core API + all registered Extensions (Chunked HTML) (PDF) (Single-file HTML)
 
 - Quick Reference Sheets
 - Conformance Tests (CTS)
 - Conferences and Presentations
- GDC 2016 Presentations
 - 2016 UK Chapter: Moving to Vulkan
 - SIGGRAPH 2016 BOF - Vulkan
 - SIGGRPAH 2016 Best Practices Roundtable
 - 2016 Vulkan DevDay UK
 - 2016 Vulkan DevDay Seoul
 - 2017 Vulkan DevU Vancouver
 - 2017 Vulkan Loader Webinar
 - SIGGRAPH 2017 BOF - Vulkan
 - 2018 Vulkan Montreal Dev Day
 - 2018 Vulkanised!
 - SIGGRAPH 2018 BOF - Vulkan
 
 
- awesome - Curated list of awesome lists.
 - awesome-opengl - Curated list of awesome OpenGL libraries, debuggers and resources.
 - gamedev - Awesome list about game development.
 - graphics-resources - List of graphic programming resources.
 - awesome-d3d12 - Curated list of awesome D3D12 libraries, debuggers and resources.
 
This work is licensed under a Creative Commons Attribution 4.0 International License.
Please see CONTRIBUTING for details.
