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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

The Hello World!!! pseudocode

In this section, we will build our first Hello World!!! Vulkan application. The application is built using the pseudocode program model, which offers the following benefits:

  • Learning through a step-by-step process how to build a Vulkan application.
  • Vulkan coding is lengthy and beginners might get lost in the detail. The pseudocode highlights only the necessary details that are easy to understand.
  • A compact form of the program, which is easier for first-time users to memorize.
  • Each pseudocode uses the real Vulkan API and explains the control flow.
  • By the end of this chapter, if you are a complete beginner, you'll able to understand Vulkan programming and all the necessary clues to build applications from scratch. In addition, you will learn about the high-level concepts of Vulkan APIs with their responsibilities and functionalities.
  • For a detailed understanding of the API, use the Vulkan specification available with the LunarG SDK. Or refer to https://www.khronos...
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