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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

Understanding LunarG validation layers and their features


The LunarG Vulkan SDK supports the following layers for debugging and validation purposes. In the following points, we have described some of the layers that will help you understand the offered functionalities:

  • VK_LAYER_GOOGLE_unique_objects: Non-dispatchable Vulkan objects handles are not required to be unique; a driver may return the same handle for multiple objects that it considers equivalent. This behavior makes tracking the object difficult because it is not clear which object to reference at the time of deletion. This layer packs the Vulkan objects into a unique identifier at the time of creation and unpacks them when the application uses it. This ensures there is proper object lifetime tracking at the time of validation. As per LunarG's recommendation, this layer must be last in the chain of the validation layer, making it closer to the display driver.

  • VK_LAYER_LUNARG_api_dump: This layer is helpful in knowing the parameter...

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