Hello community!
I'm started Vulkan programming for the purpose of education.
My development (and target) graphic card is an old Radeon RX580 with 8 GByte.
I'm still at the beginning. Currently I'm writing a generic C++ library for Vulkan.
Now I have gathered the device Vulkan extensions from my RX580 (full list on Linux):
0x00000001 VK_KHR_8bit_storage
0x00000001 VK_KHR_16bit_storage
0x00000001 VK_KHR_bind_memory2
0x00000001 VK_KHR_buffer_device_address
0x00000001 VK_KHR_copy_commands2
0x00000001 VK_KHR_create_renderpass2
0x00000003 VK_KHR_dedicated_allocation
0x00000004 VK_KHR_deferred_host_operations
0x00000001 VK_KHR_depth_stencil_resolve
0x00000001 VK_KHR_descriptor_update_template
0x00000004 VK_KHR_device_group
0x00000001 VK_KHR_draw_indirect_count
0x00000001 VK_KHR_driver_properties
0x00000001 VK_KHR_dynamic_rendering
0x00000001 VK_KHR_external_fence
0x00000001 VK_KHR_external_fence_fd
0x00000001 VK_KHR_external_memory
0x00000001 VK_KHR_external_memory_fd
0x00000001 VK_KHR_external_semaphore
0x00000001 VK_KHR_external_semaphore_fd
0x00000002 VK_KHR_format_feature_flags2
0x00000001 VK_KHR_get_memory_requirements2
0x00000001 VK_KHR_global_priority
0x00000001 VK_KHR_image_format_list
0x00000001 VK_KHR_imageless_framebuffer
0x00000002 VK_KHR_incremental_present
0x00000002 VK_KHR_maintenance1
0x00000001 VK_KHR_maintenance2
0x00000001 VK_KHR_maintenance3
0x00000002 VK_KHR_maintenance4
0x00000001 VK_KHR_multiview
0x00000001 VK_KHR_pipeline_executable_properties
0x00000001 VK_KHR_pipeline_library
0x00000002 VK_KHR_push_descriptor
0x00000001 VK_KHR_relaxed_block_layout
0x00000003 VK_KHR_sampler_mirror_clamp_to_edge
0x0000000e VK_KHR_sampler_ycbcr_conversion
0x00000001 VK_KHR_separate_depth_stencil_layouts
0x00000001 VK_KHR_shader_atomic_int64
0x00000001 VK_KHR_shader_clock
0x00000001 VK_KHR_shader_draw_parameters
0x00000001 VK_KHR_shader_float16_int8
0x00000004 VK_KHR_shader_float_controls
0x00000001 VK_KHR_shader_integer_dot_product
0x00000001 VK_KHR_shader_non_semantic_info
0x00000001 VK_KHR_shader_subgroup_extended_types
0x00000001 VK_KHR_shader_subgroup_uniform_control_flow
0x00000001 VK_KHR_shader_terminate_invocation
0x00000001 VK_KHR_spirv_1_4
0x00000001 VK_KHR_storage_buffer_storage_class
0x00000046 VK_KHR_swapchain
0x00000001 VK_KHR_swapchain_mutable_format
0x00000001 VK_KHR_synchronization2
0x00000002 VK_KHR_timeline_semaphore
0x00000001 VK_KHR_uniform_buffer_standard_layout
0x00000001 VK_KHR_variable_pointers
0x00000003 VK_KHR_vulkan_memory_model
0x00000001 VK_KHR_workgroup_memory_explicit_layout
0x00000001 VK_KHR_zero_initialize_workgroup_memory
0x00000001 VK_EXT_4444_formats
0x00000002 VK_EXT_attachment_feedback_loop_layout
0x00000002 VK_EXT_buffer_device_address
0x00000002 VK_EXT_calibrated_timestamps
0x00000001 VK_EXT_color_write_enable
0x00000002 VK_EXT_conditional_rendering
0x0000000c VK_EXT_custom_border_color
0x00000001 VK_EXT_depth_clip_control
0x00000001 VK_EXT_depth_clip_enable
0x00000001 VK_EXT_depth_range_unrestricted
0x00000002 VK_EXT_descriptor_indexing
0x00000001 VK_EXT_discard_rectangles
0x00000001 VK_EXT_display_control
0x00000001 VK_EXT_extended_dynamic_state
0x00000001 VK_EXT_extended_dynamic_state2
0x00000002 VK_EXT_extended_dynamic_state3
0x00000001 VK_EXT_external_memory_dma_buf
0x00000001 VK_EXT_external_memory_host
0x00000002 VK_EXT_global_priority
0x00000001 VK_EXT_global_priority_query
0x00000001 VK_EXT_host_query_reset
0x00000001 VK_EXT_image_2d_view_of_3d
0x00000001 VK_EXT_image_robustness
0x00000001 VK_EXT_image_view_min_lod
0x00000001 VK_EXT_index_type_uint8
0x00000001 VK_EXT_inline_uniform_block
0x00000001 VK_EXT_line_rasterization
0x00000001 VK_EXT_load_store_op_none
0x00000001 VK_EXT_memory_budget
0x00000001 VK_EXT_memory_priority
0x00000001 VK_EXT_multi_draw
0x00000001 VK_EXT_mutable_descriptor_type
0x00000001 VK_EXT_non_seamless_cube_map
0x00000002 VK_EXT_pci_bus_info
0x00000001 VK_EXT_physical_device_drm
0x00000003 VK_EXT_pipeline_creation_cache_control
0x00000001 VK_EXT_pipeline_creation_feedback
0x00000001 VK_EXT_primitive_topology_list_restart
0x00000001 VK_EXT_primitives_generated_query
0x00000001 VK_EXT_private_data
0x00000001 VK_EXT_provoking_vertex
0x00000001 VK_EXT_queue_family_foreign
0x00000001 VK_EXT_robustness2
0x00000001 VK_EXT_sample_locations
0x00000002 VK_EXT_sampler_filter_minmax
0x00000001 VK_EXT_scalar_block_layout
0x00000001 VK_EXT_separate_stencil_usage
0x00000001 VK_EXT_shader_atomic_float
0x00000001 VK_EXT_shader_atomic_float2
0x00000001 VK_EXT_shader_demote_to_helper_invocation
0x00000001 VK_EXT_shader_image_atomic_int64
0x00000001 VK_EXT_shader_module_identifier
0x00000001 VK_EXT_shader_stencil_export
0x00000001 VK_EXT_shader_subgroup_ballot
0x00000001 VK_EXT_shader_subgroup_vote
0x00000001 VK_EXT_shader_viewport_index_layer
0x00000002 VK_EXT_subgroup_size_control
0x00000001 VK_EXT_texel_buffer_alignment
0x00000001 VK_EXT_transform_feedback
0x00000003 VK_EXT_vertex_attribute_divisor
0x00000002 VK_EXT_vertex_input_dynamic_state
0x00000001 VK_EXT_ycbcr_image_arrays
0x00000001 VK_AMD_buffer_marker
0x00000001 VK_AMD_device_coherent_memory
0x00000002 VK_AMD_draw_indirect_count
0x00000001 VK_AMD_gcn_shader
0x00000001 VK_AMD_memory_overallocation_behavior
0x00000001 VK_AMD_mixed_attachment_samples
0x00000001 VK_AMD_rasterization_order
0x00000001 VK_AMD_shader_ballot
0x00000002 VK_AMD_shader_core_properties
0x00000001 VK_AMD_shader_core_properties2
0x00000001 VK_AMD_shader_explicit_vertex_parameter
0x00000001 VK_AMD_shader_fragment_mask
0x00000001 VK_AMD_shader_image_load_store_lod
0x00000001 VK_AMD_shader_trinary_minmax
0x00000001 VK_AMD_texture_gather_bias_lod
0x00000001 VK_GOOGLE_decorate_string
0x00000001 VK_GOOGLE_hlsl_functionality1
0x00000001 VK_GOOGLE_user_type
0x00000001 VK_INTEL_shader_integer_functions2
0x00000001 VK_NV_compute_shader_derivatives
0x00000001 VK_VALVE_mutable_descriptor_type
Here a few extensions from AMD (beginning with VK_AMD_*) like VK_AMD_gcn_shader.
Because VK_AMD_gcn_shader isn't documented what this extension exactly does,
have I a question to it:
Must this extension enabled, if I want use the "standard" shaders like Vertex, Fragment, ... shaders?
Thanks in advance!