Learning Vulkan

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Discover how to build impressive 3D graphics with the next-generation graphics API―Vulkan

About This Book

  • * Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics
  • * Understand memory management in Vulkan and implement image and buffer resources
  • * Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline

Who This Book Is For

This book is ideal for graphic programmers who want to get up and running with Vulkan. It's also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected.

What You Will Learn

  • * Learn fundamentals of Vulkan programing model to harness the power of modern GPU devices.
  • * Implement device, command buffer and queues to get connected with the physical hardware.
  • * Explore various validation layers and learn how to use it for debugging Vulkan application.
  • * Get a grip on memory management to control host and device memory operations.
  • * Understand and implement buffer and image resource types in Vulkan.
  • * Define drawing operations in the Render pass and implement graphics pipeline.
  • * Manage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants.
  • * Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain.
  • * Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures

Author(s): Parminder Singh
Publisher: Packt Publishing
Year: 2017

Language: English
Commentary: Original e-book
Pages: 243
Tags: Graphics & Design;Computer Modelling;Electronic Documents;Rendering & Ray Tracing;Computers & Technology;Game Programming;Programming;Graphics & Multimedia

Chapter 1: Getting Started with the NextGen 3D Graphics API 8
Chapter 2: Your First Vulkan Pseudo Program 31
Chapter 3: Shaking Hands with the Device 66
Chapter 4: Debugging in Vulkan 106
Chapter 5: Command Buffer and Memory Management in Vulkan 119
Chapter 6: Allocating Image Resources and Building a Swapchain with WSI 147
Chapter 7: Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 207
Chapter 8: Pipelines and Pipeline State Management 256
Chapter 9: Drawing Objects 307
Chapter 10: Descriptors and Push Constant 354
Chapter 11: Drawing Textures 396