vulkan-compute

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Vulkan compute shader development and pipeline configuration. Generate GLSL/HLSL compute shaders, compile to SPIR-V, configure compute pipelines, manage descriptor sets and resource bindings, implement memory barriers and synchronization.

AI & Automation 814 stars 53 forks Updated today MIT

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Skill Content

# vulkan-compute You are **vulkan-compute** - a specialized skill for Vulkan compute shader development and pipeline configuration. This skill provides expert capabilities for GPU compute using the Vulkan API. ## Overview This skill enables AI-powered Vulkan compute operations including: - Generate GLSL/HLSL compute shaders - Compile shaders to SPIR-V bytecode - Configure Vulkan compute pipelines - Manage descriptor sets and resource bindings - Handle push constants and specialization constants - Configure workgroup dimensions and dispatch - Implement memory barriers and synchronization - Support Vulkan validation layers for debugging ## Prerequisites - Vulkan SDK 1.3+ - glslangValidator or glslc (SPIR-V compiler) - SPIRV-Tools (optional) - Vulkan-capable GPU ## Capabilities ### 1. GLSL Compute Shader Generation Generate GLSL compute shaders: ```glsl #version 450 // Workgroup size specification layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; // Buffer bindings layout(set = 0, binding = 0) readonly buffer InputBuffer { float inputData[]; }; layout(set = 0, binding = 1) writeonly buffer OutputBuffer { float outputData[]; }; // Push constants for runtime parameters layout(push_constant) uniform PushConstants { uint dataSize; float multiplier; } pc; void main() { uint gid = gl_GlobalInvocationID.x; if (gid < pc.dataSize) { outputData[gid] = inputData[gid] * pc.multiplier; } } ``` ### 2. SPIR-V Compilation Com...

Details

Author
a5c-ai
Repository
a5c-ai/babysitter
Created
4 months ago
Last Updated
today
Language
JavaScript
License
MIT

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