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Learning Vulkan

Learning Vulkan

By : Singh
2.8 (11)
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Learning Vulkan

Learning Vulkan

2.8 (11)
By: Singh

Overview of this book

Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you’ll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan’s layer and extension features. You’ll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We’ll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you’ll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.
Table of Contents (12 chapters)
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Getting started with image resources


A Vulkan resource is simply a representation of a memory view that contains data. Vulkan primarily has two types of resource: buffers and images. In this chapter, we will only discuss the concept of an image resource; this will be used to implement the swapchain. For more information on the buffer resource type, refer to Chapter 7, Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V. In order to get an overview of this, you may want to revisit the Resource objects - managing images and buffers section in Chapter 2, Your First Vulkan Pseudo Program.

Vulkan images represent contiguous texture data in 1D/2D/3D form. These images are primarily used as either an attachment or texture:

  • Attachment: The image is attached to the pipeline for the framebuffer's color or depth attachment and can also be used as an auxiliary surface for multipass processing purposes

  • Texture: The image is used as a descriptor interface and shared at the shader stage ...

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