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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

Introduction to extensions

While implementing a Vulkan application, the very first thing that a developer may need to do, and be interested in, is seeing the extended features, functionalities, and capabilities offered by the API. These allow them to gather vital information that can be used to report errors, debug, and trace commands; they can also be used for validation purposes. Vulkan makes use of layers and extensions to expose these additional functionalities:

  • Layers: Layers get hooked up with the existing Vulkan APIs and insert themselves in the chain of Vulkan commands that are associated with the specified layer. It's commonly used for validating the development process. For example, the driver need not check the supplied parameters in the Vulkan API; it's the layer's responsibility to validate whether the incoming parameter is correct or not.
  • Extensions: Extensions provide extended functionality or features, which may or may not be part of the standard specification...
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