Book Image

Learning Vulkan

By : Parminder Singh
Book Image

Learning Vulkan

By: Parminder 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 (18 chapters)
Learning Vulkan
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface

Understanding the Vulkan application


This section will provide you with an overview of the various components that contribute to, and are helpful in building a Vulkan application.

The following block diagram shows the different component blocks and respective interconnections within the system:

Driver

A Vulkan-capable system comprises a minimum of one CPU and GPU. IHV's vendor supplies the driver of a given Vulkan specification implementation for their dedicated GPU architecture. The driver acts as an interface between the application and the device itself. It provides high-level facilities to the application so it can communicate with the device. For example, it advertises the number of devices available on the system, their queues and queue capabilities, available heaps and their related properties, and so on.

Application

An application refers to a user-written program that is intended to make use of Vulkan APIs to perform graphics or compute jobs. The application starts with the initialization of the hardware and software; it detects the driver and loads all the Vulkan APIs. The presentation layer is initialized with Vulkan's Window System Integration (WSI) APIs; WSI will be helpful in rendering the drawing image on the display surface. The application creates resources and binds them to the shader stage using descriptors. The descriptor set layout helps bind the created resources to the underlying pipeline object that is created (of the graphics or compute type). Finally, command buffers are recorded and submitted to the queue for processing.

WSI

Windows System Integration is a set of extensions from Khronos for the unification of the presentation layer across different platforms, such as Linux, Windows, and Android.

SPIR-V

SPIR-V provides a precompiled binary format for specifying shaders to Vulkan. Compilers are available for various shader source languages, including variants of GLSL and HLSL, which produce SPIR-V.

LunarG SDK

The Vulkan SDK from LunarG comprises a variety of tools and resources to aid Vulkan application development. These tools and resources include the Vulkan loader, validation layers, trace and replay tools, SPIR-V tools, Vulkan runtime installer, documentation, samples, and demos, see Chapter 3, Shaking Hands with the Device to see detailed description to get started with LunarG SDK. You can read more about it at http://lunarg.com/vulkan-sdk.