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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

Working with a shader in Vulkan


Shaders are the means by which the programmable stage is controlled in the graphics and compute pipeline.

The graphics pipeline includes vertex, tessellation, geometry, and fragment shaders. Collectively, the first four-vertex, tessellation control, tessellation evaluation, and geometry shaders-are responsible for the vertex-processing stages. These are followed by the fragment shader, which is executed after rasterization.

Here's a bit about the graphics pipeline shaders:

  • Vertex shaders: The graphics pipeline executes the vertex shader as a result of the primitive assembly. It is used to process geometric vertices. It manipulates the data that may be required by the subsequent shaders (if enabled), such as lighting information by the fragment shader.

  • Tessellation shaders: This is a vertex-processing stage. When enabled, it subdivides the patches of vertex data into smaller primitives governed by the control and evaluate shaders.

  • Geometry shaders: This shader...

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