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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program FREE CHAPTER 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Chapter 1.  Getting Started with the NextGen 3D Graphics API

Vulkan is a revolutionary high-performance 3D graphics and computing API for modern GPU pipeline architectures to meet the demanding requirements of the community. This API provides a brand-new approach to overcome the complexities and gaps in existing traditional APIs. Vulkan is an explicit API that promises predictable behavior and allows you to have smooth rendering frame rates without causing lags or hitches. This chapter will present an overview of the Vulkan API and its distinct features compared to its predecessor: the OpenGL API. We will take a look at Vulkan's ecosystem and understand its graphics system.

So we will cover the following topics:

  • Vulkan and its evolution
  • Vulkan versus OpenGL
  • Important jargons before we get started
  • Learning the fundamentals of Vulkan
  • Understanding the Vulkan application
  • Getting started with the Vulkan programming model
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