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

Summary


This introductory chapter has boiled down Vulkan to a level where understanding it will be really easy for beginners. In this chapter, we learned about the evolution of Vulkan and understood the history and people behind it. Then, we distinguished this API from OpenGL and understood the reasons for its existence in the modern computing age. We also looked at simple and easy definitions of the important technical jargon associated with this API. The fundamentals of the Vulkan API provide a precise and enriched overview of its working model. We also saw the basic building blocks of the Vulkan ecosystem and got to know their roles and responsibilities with interconnections. Finally, at the end of the chapter, we understood how Vulkan works with an easy-to-understand step-by-step pseudo programming model approach.

After you finish this chapter, you will be expected to have a basic understanding of the Vulkan API and its detailed working model along with a reasonable familiarity acquaintance with its technical jargon, to take your first steps in Vulkan programming.

In the next chapter, we will start with Vulkan programming using a pseudocode approach. We will create a simple example without going into much details yet still covering important core aspects, the fundamentals of Vulkan API, and data structures to understand the complete process of graphics pipeline programming in Vulkan.