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

Getting started with the LunarG SDK


All the chapters in this book use the LunarG SDK for Vulkan programming. This SDK can be downloaded from https://vulkan.lunarg.com; you'll need a LunarG account to do this.

The SDK's default installation path always locates to C:\VulkanSDK\ [version]. Upon successful installation, the SDK's Bin directory location is added to the $PATH environment variable (C:\VulkanSDK\1.0.26.0\Bin). In addition, the VK_SDK_PATH environment variable is added, pointing to the SDK's path (C:\VulkanSDK\1.0.26.0).

The installation will also add the Vulkan loader (vulkan-1.dll) to C:\Windows\System32. Based on the window target, the loader will be either a 32-bit or 64-bit DLL.

The following are some general terms that will be commonly used throughout the chapter:

Term

Description

ICD

This is the abbreviation for Installable Client Driver. It is a Vulkan-compatible display driver. Multiple ICDs--for example, NVIDIA and Intel drivers--can coexist without interfering with each...