Vulkan Decoder Ring
This section provides a mapping between the Vulkan term for a concept and the terminology used in other APIs. It is organized in alphabetical order by Vulkan term. If you are searching for the Vulkan equivalent of a concept used in an API you know, you can find the term you know in this list and then search the Vulkan specification for the corresponding Vulkan term.
| 
 Not everything will be a perfect 1:1 match, the goal is to give a rough idea where to start looking in the spec.  | 
| Vulkan | GL,GLES | DirectX | Metal | 
|---|---|---|---|
buffer device address  | 
GPU virtual address  | 
||
buffer view, texel buffer  | 
texture buffer  | 
typed buffer SRV, typed buffer UAV  | 
texture buffer  | 
color attachments  | 
color attachments  | 
render target  | 
color attachments or render target  | 
command buffer  | 
part of context, display list, NV_command_list  | 
command list  | 
command buffer  | 
command pool  | 
part of context  | 
command allocator  | 
command queue  | 
conditional rendering  | 
conditional rendering  | 
predication  | 
|
cooperative matrix  | 
wave matrix  | 
SIMD group matrix  | 
|
depth/stencil attachment  | 
depth Attachment and stencil Attachment  | 
depth/stencil view  | 
depth attachment and stencil attachment, depth render target and stencil render target  | 
descriptor  | 
descriptor  | 
argument  | 
|
descriptor pool  | 
descriptor heap  | 
heap  | 
|
descriptor set  | 
descriptor table  | 
argument buffer  | 
|
descriptor set layout binding, push descriptor  | 
root parameter  | 
argument in shader parameter list  | 
|
device group  | 
implicit (E.g. SLI,CrossFire)  | 
multi-adapter device  | 
peer group  | 
device memory  | 
heap  | 
placement heap  | 
|
event  | 
split barrier  | 
||
fence  | 
fence, sync  | 
  | 
completed handler,   | 
fragment shader  | 
fragment shader  | 
pixel shader  | 
fragment shader or fragment function  | 
fragment shader interlock  | 
rasterizer order view (ROV)  | 
raster order group  | 
|
framebuffer  | 
framebuffer object  | 
collection of resources  | 
MTLRenderPassDescriptor  | 
heap  | 
ID3D12Heap  | 
MTLHeap  | 
|
image  | 
texture and renderbuffer  | 
texture  | 
texture  | 
image layout  | 
resource state  | 
||
image tiling  | 
image layout, swizzle  | 
||
image view  | 
texture view  | 
render target view, depth/stencil view, shader resource view, unordered access view  | 
texture view  | 
interface matching (  | 
varying (removed in GLSL 4.20)  | 
Matching semantics  | 
|
invocation  | 
invocation  | 
thread, lane  | 
thread, lane  | 
layer  | 
slice  | 
slice  | 
|
logical device  | 
context  | 
device  | 
device  | 
memory type  | 
automatically managed, texture storage hint, buffer storage  | 
heap type, CPU page property  | 
storage mode, CPU cache mode  | 
multiview rendering  | 
multiview rendering  | 
view instancing  | 
vertex amplification  | 
physical device  | 
adapter, node  | 
device  | 
|
pipeline  | 
state and program or program pipeline  | 
pipeline state  | 
pipeline state  | 
pipeline barrier, memory barrier  | 
texture barrier, memory barrier  | 
resource barrier  | 
texture barrier, memory barrier  | 
pipeline layout  | 
root signature  | 
||
queue  | 
part of context  | 
command queue  | 
command queue  | 
semaphore  | 
fence, sync  | 
fence  | 
fence, event  | 
shader module  | 
shader object  | 
resulting   | 
shader library  | 
shading rate attachment  | 
shading rate image  | 
rasterization rate map  | 
|
sparse block  | 
sparse block  | 
tile  | 
sparse tile  | 
sparse image  | 
sparse texture  | 
reserved resource (D12), tiled resource (D11)  | 
sparse texture  | 
storage buffer  | 
shader storage buffer  | 
raw or structured buffer UAV  | 
buffer in   | 
subgroup  | 
subgroup  | 
wave  | 
SIMD-group, quadgroup  | 
surface  | 
HDC, GLXDrawable, EGLSurface  | 
window  | 
layer  | 
swapchain  | 
Part of HDC, GLXDrawable, EGLSurface  | 
swapchain  | 
layer  | 
swapchain image  | 
default framebuffer  | 
drawable texture  | 
|
task shader  | 
amplification shader  | 
object shader  | 
|
tessellation control shader  | 
tessellation control shader  | 
hull shader  | 
tessellation compute kernel  | 
tessellation evaluation shader  | 
tessellation evaluation shader  | 
domain shader  | 
post-tessellation vertex shader  | 
timeline semaphore  | 
D3D12 fence  | 
event  | 
|
transform feedback  | 
transform feedback  | 
stream-out  | 
|
uniform buffer  | 
uniform buffer  | 
constant buffer views (CBV)  | 
buffer in   | 
workgroup  | 
workgroup  | 
threadgroup  | 
threadgroup  |