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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

Understanding physical and logical devices


Vulkan divides the representation of a device into two forms known as the logical and physical device:

  • Physical device: A physical device represents a single workforce that may comprise a single GPU along with other hardware parts that work together to help the system accomplish the submitted jobs. On a very simple system, a physical device can be considered to represent the physical GPU unit.

  • Logical device: A logical device represents the application view of the actual device.

Physical devices

OpenGL does not expose physical devices; it connects them behind the curtains. Vulkan, on the other hand, exposes the system real computing device or GPU to the application. It allows the application to enumerate the physical devices available on the system.

Note

In this section, we will add a new user-defined class called VulkanDevice; this class is implemented in VulkanDevice.h/.cpp. It is responsible for managing the physical (VkPhysicalDevice) and logical...

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