Book Image

Vulkan Cookbook

By : Pawel Lapinski
Book Image

Vulkan Cookbook

By: Pawel Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)

Graphics and Compute Pipelines

In this chapter, we will cover the following recipes:

  • Creating a shader module
  • Specifying pipeline shader stages
  • Specifying a pipeline vertex binding description, attribute description, and input state
  • Specifying a pipeline input assembly state
  • Specifying a pipeline tessellation state
  • Specifying a pipeline viewport and scissor test state
  • Specifying a pipeline rasterization state
  • Specifying a pipeline multisample state
  • Specifying a pipeline depth and stencil state
  • Specifying a pipeline blend state
  • Specifying pipeline dynamic states
  • Creating a pipeline layout
  • Specifying graphics pipeline creation parameters
  • Creating a pipeline cache object
  • Retrieving data from a pipeline cache
  • Merging multiple pipeline cache objects
  • Creating a graphics pipeline
  • Creating a compute pipeline
  • Binding a pipeline object
  • Creating a pipeline layout with a combined image sampler, a buffer, and push constant...