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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

Peeking into Vulkan debugging


Vulkan debugging validates application implementation. It surfaces not only errors, but also other validations, such as proper API usage. It does so by verifying each parameter passed to it, warning about the potentially incorrect and dangerous API practices in use and reporting any performance-related warnings when the API is not used optimally. By default, debugging is disabled, and it's the application's responsibility to enable it. Debugging works only for those layers that are explicitly enabled at the instance level at the time of instance creation (VkInstance).

When debugging is enabled, it inserts itself into the call chain for the Vulkan commands the layer is interested in. For each command, the debugging visits all the enabled layers and validates them for any potential error, warning, debugging information, and so on.

Debugging in Vulkan is simple. The following is an overview that describes the steps required to enable it in an application:

  1. Enable debugging...

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