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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

Summary


Following the image resource creation process from the previous chapter, this chapter begins with another type of Vulkan resource called a buffer resource. We not only understood the concept, but also implemented the geometry vertex buffer using it and also looked into the Render Pass and framebuffer to define a unit render job in Vulkan. Finally, we closed the chapter down with the introduction of SPIR-V, which is a new way of specifying the shaders and kernels in the Vulkan. We implemented our first shader in the SPIR-V form, where we input the vertex and fragment shader into GLSL and converted them into the SPIR-V format using the Lunar-G SDK's glslangValidator.

In the next chapter, we will look at the descriptor and descriptor sets. These are the interfaces between the created resources and the shaders. We will use a descriptor to connect our created vertex buffer resource information to the SPIR-V shader implemented in this chapter.

In the next chapter we will cover the pipeline...

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