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Vulkan Cookbook

Vulkan Cookbook

By : Lapinski
2.9 (19)
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Vulkan Cookbook

Vulkan Cookbook

2.9 (19)
By: Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)
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Introduction

Vulkan was designed as a graphics and compute API. Its main purpose is to allow us to generate dynamic images using a graphics hardware produced by various vendors. We already know how to create and manage resources and use them as a source of data for shaders. We learned about different shader stages and pipeline objects controlling the state of rendering or dispatching computational work. We also know how to record command buffers and order operations into render passes. One last step we must learn about is how to utilize this knowledge to render images.

In this chapter, we will see what additional commands we can record and what commands need to be recorded so we can properly render a geometry or issue computational operations. We will also learn about the drawing commands and organizing them in our source code in such a way so that it maximizes the performance of our application. Finally, we will...

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