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 command pool and buffer APIs


This section will explain the different APIs that can be used to manage the command pool and command buffers. Here, we will understand the process of creating a command buffer pool that will be used for command buffer allocation. We will also look at the process of resetting and destroying APIs.

The next section of this chapter will be based on implementing these APIs in a ready-to-use wrapper class. The wrapper implementation will be highly useful in the remaining chapters of this book, where we will extensively make use of the command buffer.

Tip

As a prerequisite for the upcoming chapters, the Implementing the command pool and command buffers, Recording command buffers, and Managing memory in Vulkan sections are important.

Creating a command pool

A command pool is created using the vkCreateCommandPool() API. It accepts a VkCommandPoolCreateInfo control structure, which guides the implementation about the nature of command buffers that are going to...