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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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Tools
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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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Toc

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

Getting started with the LunarG SDK

All the chapters in this book use the LunarG SDK for Vulkan programming. This SDK can be downloaded from https://vulkan.lunarg.com; you'll need a LunarG account to do this.

The SDK's default installation path always locates to C:\VulkanSDK\ [version]. Upon successful installation, the SDK's Bin directory location is added to the $PATH environment variable (C:\VulkanSDK\1.0.26.0\Bin). In addition, the VK_SDK_PATH environment variable is added, pointing to the SDK's path (C:\VulkanSDK\1.0.26.0).

The installation will also add the Vulkan loader (vulkan-1.dll) to C:\Windows\System32. Based on the window target, the loader will be either a 32-bit or 64-bit DLL.

The following are some general terms that will be commonly used throughout the chapter:

Term

Description

ICD

This is the abbreviation for Installable Client Driver. It is a Vulkan-compatible display driver. Multiple ICDs--for example, NVIDIA and Intel drivers--can coexist...

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