Comparing Vulkan and D3D12
Recently I wrote the PetitD3D12 to extend my graphics API knowledge to the land of DirectX, well I am surprised to see how similar those modern graphics APIs are. More precisely I think Vulkan is trying to stay close to D3D12 these days for be able to easily translate it. However there are also some noticeable differences, surprisingly I did not find too much “real” API comparison info, the Alain Galvan’s blog post are more just about grouping those API data structures together, not much you will know the difference in using them. With that being said, I am going to talk mostly in the shoes of a Vulkan developer who grabs the hand of D3D12 code to take a close look. Mainly I will cover about pipeline creation, descriptor binding and command execution.