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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

Summary

This introductory chapter has boiled down Vulkan to a level where understanding it will be really easy for beginners. In this chapter, we learned about the evolution of Vulkan and understood the history and people behind it. Then, we distinguished this API from OpenGL and understood the reasons for its existence in the modern computing age. We also looked at simple and easy definitions of the important technical jargon associated with this API. The fundamentals of the Vulkan API provide a precise and enriched overview of its working model. We also saw the basic building blocks of the Vulkan ecosystem and got to know their roles and responsibilities with interconnections. Finally, at the end of the chapter, we understood how Vulkan works with an easy-to-understand step-by-step pseudo programming model approach.

After you finish this chapter, you will be expected to have a basic understanding of the Vulkan API and its detailed working model along with a reasonable familiarity acquaintance with its technical jargon, to take your first steps in Vulkan programming.

In the next chapter, we will start with Vulkan programming using a pseudocode approach. We will create a simple example without going into much details yet still covering important core aspects, the fundamentals of Vulkan API, and data structures to understand the complete process of graphics pipeline programming in Vulkan.

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