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

Rendering the drawing object


Once the Render Pass instance is prepared and recorded successfully in the drawing object's command buffer, we can reuse it each time to draw the object.

Drawing an object comprises three steps. First, we will need to acquire the index to the next available swapchain image onto which the primitive will be drawn or rasterized. Second, we will need to submit the command buffer to the graphics queue to execute the recorded command on the GPU; the GPU executes these commands and paints the available swapchain drawing images with the draw commands. Finally, the drawn image is handed over to the presentation engine, whichrenders the output onto the attached display window. The following subsections will describe each of these three steps in detail.

Acquiring the swapchain image

Before executing the Render Pass instance-recorded commands, we will need to acquire a swapchain image onto which the drawings will be performed. For this, we will need to query the index of the...