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

Chapter 2. Your First Vulkan Pseudo Program

In the last chapter, we provided a very basic introduction to visualize the new Vulkan API. We hovered through the high-level ecosystem design of this API and also understood the internal module's functionality to learn its execution model.

In this chapter, we will learn about the installation process to get ready to work with Vulkan pseudocode programming. The explicit nature of Vulkan makes the programming verbose. In Vulkan, a simple Hello World!!! program may end up with around 1,500 lines of code. This means trying even a simple example will be a challenge for beginners. But let's not hit the panic button; we will go through the entire Hello World!!! program with a simple pseudocode programming model.

Beginners will also learn about a step-by-step approach to building their first Vulkan application in a user-friendly way. In the following chapters of this book, we will delve into the real coding process and get our hands dirty with Vulkan programming...