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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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Summary

Following the image resource creation process from the previous chapter, this chapter begins with another type of Vulkan resource called a buffer resource. We not only understood the concept, but also implemented the geometry vertex buffer using it and also looked into the Render Pass and framebuffer to define a unit render job in Vulkan. Finally, we closed the chapter down with the introduction of SPIR-V, which is a new way of specifying the shaders and kernels in the Vulkan. We implemented our first shader in the SPIR-V form, where we input the vertex and fragment shader into GLSL and converted them into the SPIR-V format using the Lunar-G SDK's glslangValidator.

In the next chapter, we will look at the descriptor and descriptor sets. These are the interfaces between the created resources and the shaders. We will use a descriptor to connect our created vertex buffer resource information to the SPIR-V shader implemented in this chapter.

In the next chapter we will cover the...

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