Автор: Singh Parminder Название: Learning Vulkan ISBN: 1786469804 ISBN-13(EAN): 9781786469809 Издательство: Неизвестно Рейтинг: Цена: 7355.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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 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 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 Detail
Vulkan, 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, 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 commands and submit it to a queue for processing. You'll take a detailed look at memory management and learn how to use buffer and image resources. You'll 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. 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.
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