Vulkan from ZERO to HERO: 3.1 Enable Vulkan Validation Layer

Vulkan from ZERO to HERO: 3.1 Enable Vulkan Validation Layer

Hello there, welcome to the third section of “Vulkan From ZERO to HERO”. Until now we've learned how to draw our first triangle, in this section we are going to learn how to debug our Vulkan code via Vulkan Validation Layer and in next video we are going to use a GPU diagnostic tool namely RenderDOC to find out what’s happening in GPU.


What is Vulkan Validation Layer?

As I mentioned in section one, Vulkan API is designed based an idea of minimal driver overhead, hence one of the consequences is that there is a few error handling by default which means any unexpected behavioral might result in crashes.

If you are new to Vulkan From ZERO to HERO, I strongly suggest read and watch following videos from section one:

Compare to OpenGL or DirectX 9/10/11, Vulkan requires you to be very explicit about everything and fortunately they provided an elegant system called Validation Layer to hook into Vulkan function calls and check additional operations.

In this video, we will learn how to enable Vulkan Validation Layer for our framework and in the next video we are going to debug GPU via renderDoc.

Stay tuned

Pooya (@_poei)


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