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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Introduction

Most modern graphics hardware platforms render images using programmable pipeline. 3D graphics data, such as vertices and fragments/pixels, are processed in a series of steps called stages. Some stages always perform the same operations, which we can only configure to a certain extent. However, there are other stages that need to be programmed. Small programs that control the behavior of these stages are called shaders.

In Vulkan, there are five programmable graphics pipeline stages--vertex, tessellation control, evaluation, geometry, and fragment. We can also write compute shader programs for a compute pipeline. In the core Vulkan API, we control these stages with programs written in a SPIR-V. It is an intermediate language that allows us to process graphics data and perform mathematical calculation on vectors, matrices, images, buffers, or samplers. The low-level nature of this language improves compilation...

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