Описание: 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 ForThis book is ideal for graphic programmers who want to get up and running with Vulkan. Its 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 the fundamentals of the Vulkan programing model to harness the power of modern GPU devices
- Implement devices, command buffers, and queues in order to get connected with the physical hardware
- Explore validation layers and learn about debugging in Vulkan
- Get a grip on memory management in order to control host and device memory operations
- Understand and implement buffer and image resource types. Apply linear and optimal textures
- Define drawing operations in the render pass and implement a graphics pipeline
- Manage GLSL shaders using SPIR-V and update the shader resources with descriptor sets and push constants
- Learn the drawing process, synchronize resources, and render 3D scene output on screen with Swapchain
In DetailVulkan, the next-generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and offers great flexibility and high performance capabilities.
You begin with the fundamentals of Vulkan system and establish a connection with hardware devices to query the available queues, memory types, and offered capabilities. Vulkan is verbose, so before diving deep into programming, youll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkans layer and extension features.
Youll get a grip on command buffers and acquire the knowledge to record various commands and submit it to a queue for processing. Youll take a detailed look at memory management and learn how to use buffer and image resources. Youll get a brief overview of SPIR-V and define the drawing operations as a single unit of work in the render pass with the help of attachments and subpasses. Youll 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, youll know everything you need to know to get your hands dirty with the coolest graphics API on the block.