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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

Managing memory in Vulkan


Vulkan divides memory broadly into two types: host memory  and device memory. Further, each type of memory can be uniquely broken down based on the properties and memory type. Vulkan provides a transparent mechanism to view internal memory details and related properties. Such a type of exposure is not possible in OpenGL, and hence the application is unable to explicitly control memory regions and layouts.

Of these memory types, host memory is slower than device memory. However, host memory may be available in abundance. On the other hand, device memory is directly visible to the physical device, making it efficient and faster. In this section, we will learn about host and device memory and a way to access them.

Host memory

Vulkan makes use of host memory to store API internal data structures in the implementation. Vulkan provides allocators, which allow an application to control memory allocation on behalf of host memory. If the application does not use allocators...

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