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 9. Drawing Objects

In the last two chapters, we implemented the Render Pass instance and displayed swapchain images with specified background colors. In the previous chapter, we put various pipeline states together along with Render Pass in the graphics pipeline. In this chapter, we will put all previous implementations together to build the first Hello World! program in Vulkan and display our first rendering object on the display output.

This chapter thoroughly covers the process of drawing objects in Vulkan; it comprises recording and executing the drawing object's command buffers. The recording associates the Render Pass, framebuffer, and the pipeline together with the viewport and geometry data. Command buffer execution involves submitting the command buffer in the device queue and presenting the drawn swapchain image onto the presentation engine. Toward the end of this chapter, we will discuss various synchronization primitives available in the Vulkan API.

In this chapter, we...