I did
git clone https://github.com/powervr-graphics/Native_SDK.git
cd Native_SDK
git submodule update --init --recursive
opened build-android
folder in Android Studio and started the build.

Installed Vulkan SDK and built QT6.4.2 for windows with the following script:
set PATH=C:\WINDOWS\system32;C:\WINDOWS
"C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Auxiliary\Build\vcvarsall.bat" amd64
set MY_DRIVE=D:
%MY_DRIVE%
mkdir \dev\build\qt
cd \dev\build\qt
set "CMAKE_ROOT=%MY_DRIVE%\dev\tools\cmake-3.24.2-windows-x86_64\bin"
set "NINJA_ROOT=%MY_DRIVE%\dev\tools\ninja-win"
set "PERL_ROOT=%MY_DRIVE%\dev\tools\Strawberry\perl\bin"
set "PYTHON_ROOT=%MY_DRIVE%\dev\tools\Python35"
set VULKAN_SDK=%MY_DRIVE%/dev/tools/VulkanSDK/1.3.239.0
When we click on a node in Event Viewer: see renderdoc\qrenderdoc\Windows\APIInspector.cpp
:
void APIInspector::OnSelectedEventChanged(uint32_t eventId)
{
ui->apiEvents->saveExpansion(ui->apiEvents->getInternalExpansion(m_EventID), 0);
ui->apiEvents->clearSelection();
fillAPIView();
m_EventID = eventId;
ui->apiEvents->applyExpansion(ui->apiEvents->getInternalExpansion(m_EventID), 0);
}
I built Vulkan samples for Windows as follows:
set MY_VS_GENERATOR="Visual Studio 17 2022"
set MY_DRIVE=D:
%MY_DRIVE%
cd \dev\build\v
set MY_CMAKE_EXE=%MY_DRIVE%\dev\tools\cmake-3.24.2-windows-x86_64\bin\cmake.exe
%MY_CMAKE_EXE% ..\..\repos\Vulkan -G %MY_VS_GENERATOR% -A x64
rem Open generated vulkanExamples.sln and build.
and launched bloom.exe
with RenderDoc:
I cloned RenderDoc’s repository:
git clone https://github.com/baldurk/renderdoc.git
easily built renderdoc\renderdoc.sln
with MSVC2022 on my home machine, opened my Lines Game built on Windows with OpenGL:
Cloned the repository:
git clone https://github.com/SaschaWillems/Vulkan.git
git submodule init
git submodule update
Updated assets:
python.exe download_assets.py
I downloaded Vulkan SDK and installed Vulkan Hardware Capability Viewer at C:\VulkanSDK\1.3.236.0\Bin\vulkanCapsViewer.exe
:
The basic commands for using apitrace with an OpenGL application are:
apitrace trace --api=gl MyApp qapitrace MyApp.trace apitrace dump --blobs MyApp.trace
The last command generates blobs that can be inspected with the following command, for example:
tail -c $((12*10)) ~/repos/MyApp/build/blob_call2325.bin | xxd -g1
Or by writing a simple C++ program that converts them into CVS format:
To learn OpenGL I wrote a simple game that utilizes the most of basic OpenGL ES 2.0 (and partially 3.0) techniques:
In my previous post Testing XAML App for OpenGL ES on Windows 10 Mobile Device I described the changes I made to UWP application based on “XAML App for OpenGL ES (Universal Windows)” template to demonstrate some strange effect related to the transparency of the image drawn with OpenGL ES in SwapChainPanel. But I did yet another experiment with this application and got some beautiful pictures that demonstrate what happens if I make the scene completely transparent with the following code:
void SimpleRenderer::Draw() { glEnable(GL_DEPTH_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ... }