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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 FREE CHAPTER 2. Your First Vulkan Pseudo Program 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 4. Debugging in Vulkan

In the last chapter, we initialized the Vulkan API and about learned the concepts of layers and extensions. We connected with the physical hardware device and understood the different types of queue exposed by it. Since we are gearing up for practical implementations, it's important that we learn the Vulkan debugging in order to avoid unpleasant mistakes.

Vulkan allows you to perform debugging through validation layers. These validation layer checks are optional and can be injected into the system at runtime. Traditional graphics APIs perform validation right up front using some sort of error-checking mechanism, which is a mandatory part of the pipeline. This is indeed useful in the development phase, but actually, it is an overhead during the release stage because the validation bugs might have already been fixed at the development phase itself. Such compulsory checks cause the CPU to spend a significant amount of time in error checking.

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