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  • Book Overview & Buying Learning Vulkan
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Learning Vulkan

Learning Vulkan

By : Parminder Singh
2.8 (11)
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Learning Vulkan

Learning Vulkan

2.8 (11)
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 (12 chapters)
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Getting started with command buffers


As the name suggests, a command buffer is a buffer or collection of commands in a single unit. A command buffer records various Vulkan API commands that an application is expected to execute. Command buffers once baked can be reused again and again. They record the commands in the sequence that is specified by the application. These commands are meant for carrying out different type jobs; this includes binding vertex buffer, pipeline binding, recording Render Pass commands, setting viewport and scissor, specifying drawing commands,  controlling copy operations on image and buffer contents, and more.

There are two types of command buffers: primary and secondary command buffers:

  • Primary command buffers: These are the owners of the secondary command buffers and responsible for executing them; they are directly submitted to the queues

  • Secondary command buffers: These are executed through primary command buffers and cannot be directly submitted to queues

The...

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Learning Vulkan
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