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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 (12)
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The Modern Vulkan Cookbook

The Modern Vulkan Cookbook

4.6 (12)
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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Debugging and Performance Measurement Techniques

Debugging failures and reverse engineering an implementation, as well as measuring the performance of a system once it has been authored, are as important as writing new code. Vulkan is a vast and complicated API and, more than ever, knowing how to debug it is paramount. In this chapter, we will explore several recipes on how to debug and inspect your implementation. We will also demonstrate how to measure the performance of your implementation once you can display an image onscreen. After all, graphics programming is all about extracting the last drop of performance from the hardware and Vulkan was designed to help you do just that.

In this chapter, we’re going to cover the following main topics:

  • Frame debugging
  • Naming Vulkan objects for easy debugging
  • Printing values from shaders in Vulkan
  • Intercepting validation layer messages
  • Retrieving debug information from shaders
  • Measuring performance in...
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The Modern Vulkan Cookbook
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