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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

Setting up our first project with CMake


CMake is a build process management tool that works in an operating system in a compiler-independent manner. It makes use of CMakeLists.txt to build project solutions. In this section, we will learn the process of building a CMake file for our first Vulkan application. Refer to the following instructions to understand the creation of this configuration file (CMakeLists.txt):

  1. Create an empty CMakeLists.txt file as per the specified folder structure convention, that is, chapter_3 > Sample Name > CMakeLists.txt. For the purpose of ensuring compatibility across different CMake versions, you need to specify the minimum supported version. If the current version of CMake happens to be lower than the specified one, then it will stop building the solution. The minimum supported version of CMake is specified with cmake_minimum_required. The following is the code from the CMakeList.txt file:

          cmake_minimum_required(VERSION 3.7.1)
  2. Specify the necessary...

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