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  • Book Overview & Buying Learning Vulkan
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Learning Vulkan

Learning Vulkan

By : Parminder Singh
2.9 (12)
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Learning Vulkan

Learning Vulkan

2.9 (12)
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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Summary


This chapter was full of image resources. We started with a basic understanding of image resource in Vulkan and learning about image objects, image layouts, and image views. Then we created image objects and allocated device memory to them. We also used WSI extensions to implement the swapchain and retrieved the swapchain images; these images were then associated with the presentation window. Finally, we created image views out of the swapchain images.

Next in this chapter, we implemented the depth buffer image. We also understood the different Vulkan image tilings and the basic difference between them. In addition to this, we also understood image layouts and their implementations using memory barriers.

In the next chapter, we will introduce the framebuffer and render pass. The framebuffer consumes the image views of a swapchain and depth image and associates them with a color and depth attachment. This information is then used by the render pass to define a unit of work. We will...

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Learning Vulkan
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