First announced at GDC 2015 by the Khronos Group, Vulkan is a low-overhead, cross-platform graphics API built upon components of AMD’s Mantle API. It is targeted at high-performance realtime 3D graphics applications like games and interactive media. Designed for portability across multiple desktop and mobile platforms, Vulkan is available on multiple versions of Microsoft Windows, Linux, SteamOS, Tizen, and Android.
Vulkan Drivers for Nexus Player
Google’s Android Image
As part of the Android N Developer Preview 2 release, Google released an Android N image for the Nexus Player that includes Vulkan drivers. You can find out more about the Android N Developer Preview here and can download the image here. As this image is officially supported by Google, we recommend using it for Vulkan Android development.
Early Access Program Image
The PowerVR Early Access Program (EAP) was created to give developers early access to our latest reference driver binaries. The EAP image should only be used by developers that need to access bleeding edge features.
Working with Vulkan
Developed as Imagination Technology’s contribution to the Vulkan community, the PowerVR SDK and Tools has been designed with a Vulkan backend for its Framework abstraction layer (PVRAPI). In addition to this, the Framework features:
- Utilities for common tasks, such as object creation and asset uploading (e.g. texture loading, mesh loading & pipeline baking),
- Simplified object lifetime management,
- Cross-platform window setup.
The Framework comes packaged with the PowerVR SDK and Tools.
If you want further information regarding the Vulkan API, check out the following articles:
- Khronos’ Vulkan Overview
- Khronos’ Vulkan Specification
- Vulkan: One API for all platforms
- Vulkan: High efficiency on mobile
- Vulkan: Scaling to multiple threads
- Vulkan: Explicit operation and consistent frame times
- Vulkan: Tiling positive or how Vulkan maps to PowerVR GPUs
- Panel of graphics experts discusses Vulkan at the Khronos Paris chapter
- Experience Vulkan graphics and compute at launch on PowerVR GPUs