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)

Command Recording and Drawing

In this chapter, we will cover the following recipes:

  • Clearing a color image
  • Clearing a depth-stencil image
  • Clearing render pass attachments
  • Binding vertex buffers
  • Binding an index buffer
  • Providing data to shaders through push constants
  • Setting viewport state dynamically
  • Setting scissor state dynamically
  • Setting line width state dynamically
  • Setting depth bias state dynamically
  • Setting blend constants state dynamically
  • Drawing a geometry
  • Drawing an indexed geometry
  • Dispatching compute work
  • Executing a secondary command buffer inside a primary command buffer
  • Recording a command buffer that draws a geometry with a dynamic viewport and scissor states
  • Recording command buffers on multiple threads
  • Preparing a single frame of animation
  • Increasing performance through increasing the number of separately rendered frames
...