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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Introduction

Vulkan was designed as a graphics and compute API. Its main purpose is to allow us to generate dynamic images using a graphics hardware produced by various vendors. We already know how to create and manage resources and use them as a source of data for shaders. We learned about different shader stages and pipeline objects controlling the state of rendering or dispatching computational work. We also know how to record command buffers and order operations into render passes. One last step we must learn about is how to utilize this knowledge to render images.

In this chapter, we will see what additional commands we can record and what commands need to be recorded so we can properly render a geometry or issue computational operations. We will also learn about the drawing commands and organizing them in our source code in such a way so that it maximizes the performance of our application. Finally, we will...

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