Please check out this issue and star or add your voice for an official Vulkan / Java / SDK binding on Android:https://code.google.com/p/android/issues/detail?id=204085
So, I've been a bit quiet regarding Vulkan & Android. While I'm happy that there won't be any blockers with native usage of Vulkan I'm quite concerned that there is little interest within Google to expose Vulkan via an official Android SDK binding. After a bit of poking around in broaching the topic of an SDK binding w/ a handful of Google engineers the attitudes expressed beyond the usual Google noncommittal angles weren't promising for an Android N official SDK binding. IE the general attitude fell along the lines of "why would Java / SDK developers want to use Vulkan..."
It should be noted that for the desktop the LWJGL (www.lwjgl.org
) community has rapidly created a stable high performance Java binding in a month starting the moment of the Feb release. To read about the ongoing progress with this binding check out this Java Gaming forum thread: http://www.java-gaming.org/topics/engaging-the-voyage-to-vulkan/37041/view.html
In the first Android N developer preview there is no sign of a Vulkan SDK binding. I'm quite concerned that there is no internal advocate on the Android team for Vulkan and an official SDK binding.
There is a good chance LWJGL will finally make the jump to Android to fill the vacuum of a potential lack of an official Java binding to Vulkan. This will be a nice stopgap, but really only useful for full screen apps / games.
An official SDK binding would add deeper integration features like a Vulkan based "TextureView" or a new "VulkanView" that integrates with the standard UI toolkit. There are also concerns like the MediaCodec API being updated to properly support Vulkan (native and through an SDK binding).
If you are an Android developer and interested in the latest graphics techniques make your voice known and star or comment in this issue:https://code.google.com/p/android/issues/detail?id=204085
It's nice to see that this issue was at least acknowledged by someone at Google, but the current response is that it will be forwarded on to to the Android team. Without an internal champion or more developers chiming in there may not be much movement on this one.
As stated in the announcement blog post, "It's all about developer choice", IMHO this really should include an official SDK binding as a choice. http://android-developers.blogspot.com/2015/08/low-overhead-rendering-with-vulkan.html
Now don't get me wrong... Google is doing a lot for Vulkan and I don't doubt that Google is committed given the hiring of half of LunarG. Google is contributing greatly to Vulkan, but it shouldn't be exposed on Android as native only. In fact this would be the first major feature as far as I know that wouldn't have an official SDK binding.
With the support for OpenJDK 8 on Android N this pairs rather well with an SDK binding for high performance Java based apps & games.
All I can say is that I hope I'm wrong and an official SDK binding surfaces in upcoming Android N dev preview releases. If so thanks for following through with developer choice Google... :D+Ian Lake
just wrangling you in on this one.. :)+Russell Holly
as you are interested in writing about Vulkan... #vulkan #java #android