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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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Toc

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 3. Shaking Hands with the Device

With the knowledge we gained from the last two chapters, we have now reached a level where we can start Vulkan programming from scratch. These two chapters laid the foundation and helped us understand the basic fundamentals of this revolutionary API. Now, at a higher level, we understand the motivation behind this technology, its core blocks, and the associated functionalities and terminologies. In addition, we walked through Vulkan pseudocoding and built a very simple application to understand and visualize the Vulkan programming model.

From this chapter onward, we will dive into the core of Vulkan programming and start transforming our Hello World!!! pseudocode into a real-world executable sample.

Note

All the chapters in this book are designed and programmed carefully in a structured way; every new chapter is dependent on the previous one. You are advised to follow the sequence of the chapters for an efficient learning experience.

In this...

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