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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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Preface

This book is all about learning Vulkan from scratch. Vulkan is a next-generation cross-platform graphics and compute API. Despite being a successor of OpenGL API, it is a completely fresh approach to redesigning an API from the base that meets the competitive demand of consumers and works very close with the underlying GPU hardware. Vulkan is a software interface that is capable of controlling GPU hardware settings to harness the power of paralleling computing. The driver layer in Vulkan is really thin and puts more responsibilities on the shoulders of an application programmer to manage the application, its resources, memory management, synchronization, and more; this explicit nature of Vulkan makes it verbose. This book allows the beginner to learn such topics in baby steps, covering each chapter with an easy-to-follow companion example. The chapters are laid out in an incremental fashion; each chapter is built on top of the previous one, exposing the modular difference to our readers.

The Vulkan API certainly requires some level of computer graphics or computing knowledge prior to starting programming on it, as many of the concepts or terminologies are very general and directly used throughout this book.

This book is very practically oriented and prepared with an objective to allow its readers to learn Vulkan theory, concepts, and API specification, and see them in action through companion examples. There are plenty of references throughout the book that help readers to refer to the related concept, helping them to recap the fundamentals as they proceed through.

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