Vuh
helps to connect the CPU side of a C++
GPGPU
program using Vulkan
to its GPU part (SPIR-V
binary).
It does not provide a complete isolation from Vulkan
API
but rather a set of helpers to eliminate the boilerplate.
Knowledge of Vulkan
programming model is not required to understand this tutorial
or start using vuh
.
It could be helpful however for better understanding of what is going on
and at the later stages.
In this tutorial the term kernel
is used interchangeably with
compute shader
to designate a program to be executed on GPU.
The details of writing GLSL
compute shaders as one of the main sources of SPIR-V
binaries are to be read somewhere else.
Only the parts of it directly interfacing with the C++
side are discussed.