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

Memory allocation and binding image resources


When an image resource object (VkImage) is created, it contains a logical allocation. The image has no physical association with the device memory at that point. The actual memory backing is provided separately at a later stage. The physical allocation is very type-dependent; the images can be categorized into sparse and non-sparse. The sparse resource is specified using sparse creation flags (VkImageCreateFlagBits in VkImageCreateInfo); however, if the flag is not specified, it is a non-sparse image resource. This chapter will only address non-sparse memory as a reference. For more information on sparse resource allocation, refer to the official Vulkan 1.0 specification.

The association of an image with memory is a three-step process: gathering memory allocation requirements for image allocation, allocating the physical chunk on the device memory, and binding the allocated memory to the image resource. Let's take a look at this in detail.

Gathering...