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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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Creating a depth image


The depth image surface plays an important role in 3D graphics application. It brings the perception of depth in a rendered scene using depth testing. In depth testing, each fragment's depth is stored in a special buffer called a depth image. Unlike the color image that stores the color information, the depth image stores depth information of the primitive's corresponding fragment from the camera view. The depth image's dimension is usually the same as the color image. Not a hard-and-fast rule, but in general, the depth image stores the depth information as 16-, 24-, or 32-bit float values.

Note

The creation of a depth image is different from the color image. You must have noticed that we did not use the vkCreateImage() API to obtain color image objects while retrieving swapchain images. These images were directly returned from the fpGetSwapchainImagesKHR() extension API. In this section, we will go through a step-by-step process to create the depth image.

Introduction...

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