Samples
The following samples will help you understand how to apply various concepts, including, graphics API extensions, Elite Gaming features, and performance and power best practices.
Vulkan
Hello-GLTF
Scene (gltf) loading app. Implements a working scene with camera movement and minimal lighting. This sample demonstrates the most basic usage of the Framework ...
HDR Swapchain
HDRSwapchain demonstrates the usage of different swapchain image formats and colorspaces. It implements a GUI dropdown that allows for switching buffer formats ...
Sub Pass Best Practices
SubPass sample demonstrates the usage of vulkan subpasses to perform a filmic tonemapping operator on a simple forward rendered scene and the impact on ...
Image Processing Extension
This sample demonstrates how to use the VK_QCOM_Image_Processing extension in a simple bloom shader. The extension provides support for high order filtering ...
Snapdragon Game Super Resolution
This sample demonstrates how to use the Snapdragon™ Game Super Resolution technique and offers a comparison with ...
Rotated Copy
Sample to initialize and use the 'VK_QCOM_rotated_copy_commands' Vulkan extension. Extension may/will need enabling on older Qualcomm Vulkan ...
Cooperative Matrix
This sample demonstrates the use of the VK_KHR_cooperative_matrix extension in Vulkan to run matrix operations using GPU accelerated cooperative matrix arithmetic.
Graph Pipelines
This sample demonstrates the use of Vulkan Graph Pipelines (Data Graph) to execute a compute graph as a first class pipeline within a Vulkan application. The goal of the sample is to show how graph based workloads (such as ML inference) can be created, bound, and dispatched using Vulkan’s data graph pipeline model.
Snapdragon Game Super Resolution 2
Snapdragon™ Game Super Resolution 2 (Snapdragon™ GSR 2 or SGSR 2) was developed by Qualcomm Snapdragon Game Studios. It's a temporal upscaling solution optimized for Adreno devices. It comes with 3 different variants (compute 3-pass is the one being demonstrated on this sample).
Tile Memory
This sample demonstrates a light clustering algorithm using Vulkan, with specific support for the VK_QCOM_tile_memory_heap extension. This extension allows the application to allocate and manage tile memory, which is used for efficient memory management within a command buffer submission batch.
Tile Shading
Description: This sample demonstrates a tile-based shading technique using Vulkan, with support for the VK_QCOM_tile_memory_heap extension. The extension enables the application to allocate and manage tile-local memory, which is scoped to the duration of a command buffer submission and optimized for high-bandwidth, low-latency access within a tile.
OpenGLES
Hello Framework
Hello Framework sample demonstrates the most basic usage of the Framework to produce a native OpenGL ES application and it is designed to be small and simple ...
Efficient MSAA
This sample shows how to use the EXT_multisampled_render_to_texture extension to utilize MSAA more efficiently on mobile platforms. By using this ...
Avoid GMEM Loads
This sample shows what a GMEM Load is and why we need to avoid them. Removing unnecessary GMEM Loads can not only significantly improve the performance ...
Reducing GMEM Stores
This sample shows what a GMEMStore is and why we need to reduce it. Removing unnecessary GMEM stores can not only significantly improve the performance of ...
Shading Rate
This sample shows how to use the QCOM_shading_rate extension to modify the shading rate per drawcall. Using this technique effectively can greatly ...
Adreno Frame Motion Engine
Adaptive Frame Motion Extrapolation (AFME) power saving sample demonstrates how to dramatically reduce CPU and GPU workloads every other frame.
Motion Estimation
Pixel Motion Estimation sample demonstrates how to generate a motion vector texture from a reference image and a target image for applications like frame ...
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