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  • Book Overview & Buying The Modern Vulkan Cookbook
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The Modern Vulkan Cookbook

The Modern Vulkan Cookbook

By : Preetish Kakkar, Mauricio Maurer
4.6 (13)
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The Modern Vulkan Cookbook

The Modern Vulkan Cookbook

4.6 (13)
By: Preetish Kakkar, Mauricio Maurer

Overview of this book

Vulkan is a graphics API that gives the program total control of the GPU, allowing the GPU to be used to its full potential. This cookbook will uncover useful techniques for emerging new technologies, such as hybrid rendering, extended reality – mixed reality (MR), augmented reality (AR), virtual reality (VR) – and GPU-driven rendering, and even features a dedicated chapter to help you debug and profile your graphics applications with tips and tricks tested in real-world scenarios. The book starts by explaining basic Vulkan concepts while guiding you through the implementation of a basic graphics engine. The building blocks presented in the first few chapters will then help you implement more advanced techniques and algorithms, while getting you acquainted with the inner workings of Vulkan. Gradually, you’ll discover how Vulkan can be used to build hybrid renderers as well as leveraged for the future of graphics with AR/VR/MR. Moreover, you’ll gain an understanding of how it can be debugged or measured for performance. By the end of this book, you’ll be well versed in how to use Vulkan to write graphics applications and how graphics algorithms are implemented using Vulkan.
Table of Contents (12 chapters)
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Enumerating available instance layers

Enabling an instance layer is as easy as providing its name as a const char * to the instance creation function. Unfortunately, not all layers exist in all implementations, and we need to check the available ones before trying to enable them.

In this recipe, you will learn how to enumerate the available instance layers and how to transform them into strings so that they are easier to manage.

Getting ready

The code snippets shown in this section are part of our Context class.. It encapsulates most of the initialization and object creation functions.

How to do it…

Checking the available extensions is easy to do:

  1. First, you need to query the number of extensions using the vkEnumerateInstanceLayerProperties function, create an array of VkLayerProperties big enough to store all extensions, and request their data by issuing a call to the same function again, like this:
    uint32_t instanceLayerCount{0};
    VK_CHECK(vkEnumerateInstanceLayerProperties...
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The Modern Vulkan Cookbook
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