Vulkan Core Concepts
Our goal for this chapter is to implement a simple program that displays a shaded triangle on screen, with the triangle’s vertices and attributes being sourced directly from the shaders. In the process of implementing the code to render this triangle, we will cover most of Vulkan’s fundamental objects, the ones you need to create a very simple application. Although the code required for this minimal example is extensive, the majority of it can be reused and tweaked for other applications. By the end of the chapter, you will know how to bootstrap communication with the driver, how to create and manage basic Vulkan objects, and how to issue rendering commands to the GPU.
In this chapter, following a brief introduction to the Vulkan API, we will cover the following recipes:
- Calling API functions
- Learning about Vulkan objects
- Using Volk to load Vulkan functions and extensions
- Using Vulkan extensions correctly
- Using the Validation...