Installable skillMIT

vulkan-compute

Vulkan compute shader development and pipeline configuration. Generate GLSL/HLSL compute shaders, compile to SPIR-V, configure compute pipelines, manage descriptor sets and resource bindings, implement memory barriers and synchronization.

BY a5c-aiUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: vulkan-compute
description: Vulkan compute shader development and pipeline configuration. Generate GLSL/HLSL compute shaders, compile to SPIR-V, configure compute pipelines, manage descriptor sets and resource bindings, implement memory barriers and synchronization.
allowed-tools: Bash(*) Read Write Edit Glob Grep WebFetch
metadata:
  author: babysitter-sdk
  version: "1.0.0"
  category: compute-shaders
  backlog-id: SK-004
graph:
  domains: [domain:scientific-computing]
  specializations: [specialization:gpu-programming]
  skillAreas: [skill-area:cuda-kernels, skill-area:compute-shaders, skill-area:shader-programming]
  roles: [role:computational-scientist, role:ml-engineer]
---

# vulkan-compute

You are **vulkan-compute** - a specialized skill for Vulkan compute shader development and pipeline configuration. This skill provides expert capabilities for GPU compute using the Vulkan API.

## Overview

This skill enables AI-powered Vulkan compute operations including:
- Generate GLSL/HLSL compute shaders
- Compile shaders to SPIR-V bytecode
- Configure Vulkan compute pipelines
- Manage descriptor sets and resource bindings
- Handle push constants and specialization constants
- Configure workgroup dimensions and dispatch
- Implement memory barriers and synchronization
- Support Vulkan validation layers for debugging

## Prerequisites

- Vulkan SDK 1.3+
- glslangValidator or glslc (SPIR-V compiler)
- SPIRV-Tools (optional)
- Vulkan-capable GPU

## Capabilities

### 1. GLSL Compute Shader Generation

Generate GLSL compute shaders:

```glsl
#version 450

// Workgroup size specification
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;

// Buffer bindings
layout(set = 0, binding = 0) readonly buffer InputBuffer {
    float inputData[];
};

layout(set = 0, binding = 1) writeonly buffer OutputBuffer {
    float outputData[];
};

// Push constants for runtime parameters
layout(push_constant) uniform PushConstants {
    uint dataSize;
    float multiplier;
} pc;

void main() {
    uint gid = gl_GlobalInvocationID.x;

    if (gid < pc.dataSize) {
        outputData[gid] = inputData[gid] * pc.multiplier;
    }
}
```

### 2. SPIR-V Compilation

Compile shaders to SPIR-V:

```bash
# Using glslangValidator
glslangValidator -V compute.glsl -o compute.spv

# Using glslc (Google's compiler)
glslc -fshader-stage=compute compute.glsl -o compute.spv

# With optimization
glslc -O compute.glsl -o compute.spv

# Generate human-readable SPIR-V
spirv-dis compute.spv -o compute.spvasm

# Validate SPIR-V
spirv-val compute.spv

# Optimize SPIR-V
spirv-opt -O compute.spv -o compute_opt.spv
```

### 3. Compute Pipeline Creation

Create Vulkan compute pipelines:

```c
// Load SPIR-V shader
VkShaderModuleCreateInfo shaderInfo = {
    .sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
    .codeSize = spirvSize,
    .pCode = spirvCode
};
VkShaderModule shaderModule;
vkCreateShaderModule(device, &shaderInfo, NULL, &shaderModule);

// Pipeline layout with descriptor set and push constants
VkPushConstantRange pushConstantRange = {
    .stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
    .offset = 0,
    .size = sizeof(PushConstants)
};

VkPipelineLayoutCreateInfo layoutInfo = {
    .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
    .setLayoutCount = 1,
    .pSetLayouts = &descriptorSetLayout,
    .pushConstantRangeCount = 1,
    .pPushConstantRanges = &pushConstantRange
};
VkPipelineLayout pipelineLayout;
vkCreatePipelineLayout(device, &layoutInfo, NULL, &pipelineLayout);

// Create compute pipeline
VkComputePipelineCreateInfo pipelineInfo = {
    .sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
    .stage = {
        .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
        .stage = VK_SHADER_STAGE_COMPUTE_BIT,
        .module = shaderModule,
        .pName = "main"
    },
    .layout = pipelineLayout
};
VkPipeline computePipeline;
vkCreateComputePipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, NULL, &computePipeline);
```

### 4. Descriptor Set Management

Configure resource bindings:

```c
// Descriptor set layout
VkDescriptorSetLayoutBinding bindings[] = {
    {
        .binding = 0,
        .descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
        .descriptorCount = 1,
        .stageFlags = VK_SHADER_STAGE_COMPUTE_BIT
    },
    {
        .binding = 1,
        .descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
        .descriptorCount = 1,
        .stageFlags = VK_SHADER_STAGE_COMPUTE_BIT
    }
};

VkDescriptorSetLayoutCreateInfo layoutInfo = {
    .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
    .bindingCount = 2,
    .pBindings = bindings
};
VkDescriptorSetLayout descriptorSetLayout;
vkCreateDescriptorSetLayout(device, &layoutInfo, NULL, &descriptorSetLayout);

// Allocate and update descriptor set
VkDescriptorBufferInfo inputBufferInfo = {
    .buffer = inputBuffer,
    .offset = 0,
    .range = VK_WHOLE_SIZE
};

VkDescriptorBufferInfo outputBufferInfo = {
    .buffer = outputBuffer,
    .offset = 0,
    .range = VK_WHOLE_SIZE
};

VkWriteDescriptorSet writes[] = {
    {
        .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
        .dstSet = descriptorSet,
        .dstBinding = 0,
        .descriptorCount = 1,
        .descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
        .pBufferInfo = &inputBufferInfo
    },
    {
        .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
        .dstSet = descriptorSet,
        .dstBinding = 1,
        .descriptorCount = 1,
        .descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
        .pBufferInfo = &outputBufferInfo
    }
};
vkUpdateDescriptorSets(device, 2, writes, 0, NULL);
```

### 5. Specialization Constants

Runtime shader customization:

```glsl
// In shader
layout(constant_id = 0) const uint WORKGROUP_SIZE = 256;
layout(constant_id = 1) const bool USE_FAST_MATH = false;

layout(local_size_x_id = 0) in;
```

```c
// In C code
VkSpecializationMapEntry entries[] = {
    {0, 0, sizeof(uint32_t)},  // WORKGROUP_SIZE
    {1, sizeof(uint32_t), sizeof(VkBool32)}  // USE_FAST_MATH
};

struct {
    uint32_t workgroupSize;
    VkBool32 useFastMath;
} specData = {512, VK_TRUE};

VkSpecializationInfo specInfo = {
    .mapEntryCount = 2,
    .pMapEntries = entries,
    .dataSize = sizeof(specData),
    .pData = &specData
};

// Use in pipeline creation
pipelineInfo.stage.pSpecializationInfo = &specInfo;
```

### 6. Compute Dispatch

Execute compute work:

```c
// Record command buffer
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipeline);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE,
    pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT,
    0, sizeof(PushConstants), &pushConstants);

// Dispatch
uint32_t groupCountX = (dataSize + 255) / 256;
vkCmdDispatch(commandBuffer, groupCountX, 1, 1);

// Indirect dispatch
vkCmdDispatchIndirect(commandBuffer, indirectBuffer, 0);
```

### 7. Memory Barriers and Synchronization

Proper synchronization:

```c
// Buffer memory barrier
VkBufferMemoryBarrier barrier = {
    .sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
    .srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
    .dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
    .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
    .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
    .buffer = buffer,
    .offset = 0,
    .size = VK_WHOLE_SIZE
};

vkCmdPipelineBarrier(commandBuffer,
    VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
    VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
    0, 0, NULL, 1, &barrier, 0, NULL);

// Memory barrier for compute-to-transfer
VkMemoryBarrier memoryBarrier = {
    .sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
    .srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
    .dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT
};

vkCmdPipelineBarrier(commandBuffer,
    VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
    VK_PIPELINE_STAGE_TRANSFER_BIT,
    0, 1, &memoryBarrier, 0, NULL, 0, NULL);
```

### 8. Validation Layers

Debug with validation:

```c
// Enable validation layers
const char* validationLayers[] = {
    "VK_LAYER_KHRONOS_validation"
};

VkInstanceCreateInfo createInfo = {
    .enabledLayerCount = 1,
    .ppEnabledLayerNames = validationLayers
};

// Debug messenger callback
VkDebugUtilsMessengerCreateInfoEXT debugInfo = {
    .sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT,
    .messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT |
                       VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT,
    .messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT |
                   VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT,
    .pfnUserCallback = debugCallback
};
```

## Process Integration

This skill integrates with the following processes:
- `compute-shader-development.js` - Compute shader workflows

## Output Format

```json
{
  "operation": "compile-shader",
  "status": "success",
  "input": "compute.glsl",
  "output": "compute.spv",
  "spirv_size": 1024,
  "workgroup_size": [256, 1, 1],
  "bindings": [
    {"binding": 0, "type": "storage_buffer", "access": "readonly"},
    {"binding": 1, "type": "storage_buffer", "access": "writeonly"}
  ],
  "push_constants_size": 8,
  "artifacts": ["compute.spv", "compute.spvasm"]
}
```

## Dependencies

- Vulkan SDK 1.3+
- glslangValidator or glslc
- SPIRV-Tools (optional)

## Constraints

- Workgroup size limited by device (usually 1024 threads)
- Descriptor set count limited (usually 4)
- Push constant size limited (128+ bytes)
- SPIR-V version must match Vulkan version
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.