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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

Chapter 2. Your First Vulkan Pseudo Program

In the last chapter, we provided a very basic introduction to visualize the new Vulkan API. We hovered through the high-level ecosystem design of this API and also understood the internal module's functionality to learn its execution model.

In this chapter, we will learn about the installation process to get ready to work with Vulkan pseudocode programming. The explicit nature of Vulkan makes the programming verbose. In Vulkan, a simple Hello World!!! program may end up with around 1,500 lines of code. This means trying even a simple example will be a challenge for beginners. But let's not hit the panic button; we will go through the entire Hello World!!! program with a simple pseudocode programming model.

Beginners will also learn about a step-by-step approach to building their first Vulkan application in a user-friendly way. In the following chapters of this book, we will delve into the real coding process and get our hands...

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Learning Vulkan
Published in: Dec 2016
Publisher: Packt
ISBN-13: 9781786469809
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