- vulkan: Bindings to the Vulkan graphics API. – VK-1.4 capable.
- vulkan-utils: Utils for the vulkan package – VK-1.3 is the new baseline (widely supported by now). Lots of new stuff. Resource management, frame state management, extended initialization boilerplate, and new dynamic rendering utils.
- vulkan-utils-framegraph: Vulkan barrier-placement and resource adapter for the fragr frame graph – New stuff to make Dynamic Rendering actually viable as that requires manual barriers. The good news is that the barriers and sync can be derived automatically.
- fragr: Frame graph (render graph) engine, renderer-agnostic – the generic parts and visualisation utils. Should work for your OpenGL things too.
- vulkan-utils-spirv: Generate Haskell types and Vulkan descriptor/pipeline layouts from SPIR-V reflection – another boilerplate killer. Compile any shaders, get Haskell interface.
The best way to dive in is to clone the repo and run the examples. The old ones were reworked significantly to push the reusable parts into vulkan-utils. The newer were used to drive the development of new features like reflection and dynamic rendering.
It’s the closest thing to an engine I dared to ship without making it into an actual engine.
But mostly those are just helpers lifted from the examples, refined by years of use in Keid engine, and now coming back.
Happy vulkan-3.27!
(examples/glitch-post, better run it yourself)
(no raytracing hw required)
(a grab bag of shaders, framegraph-driven, has its own anatomy of the frame page)

