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 |