Graham Sellers,John Kessenich's Vulkan Programming Guide: The Official Guide to Learning PDF

By Graham Sellers,John Kessenich

The Definitive Vulkan™ Developer’s consultant and Reference: grasp the Next-Generation Specification for Cross-Platform Graphics


The subsequent new release of the OpenGL specification, Vulkan, has been redesigned from the floor up, giving purposes direct keep watch over over GPU acceleration for exceptional functionality and predictability. Vulkan™ Programming Guide is the basic, authoritative connection with this new typical for knowledgeable snap shots programmers in all Vulkan environments.


Vulkan API lead Graham dealers (with contributions from language lead John Kessenich) provides example-rich introductions to the moveable Vulkan API and the recent SPIR-V shading language. the writer introduces Vulkan, its objectives, and the most important innovations framing its API, and offers a fancy rendering procedure that demonstrates either Vulkan’s distinctiveness and its unparalleled power.


You’ll locate authoritative insurance of subject matters starting from drawing to reminiscence, and threading to compute shaders. the writer in particular indicates the best way to deal with initiatives reminiscent of synchronization, scheduling, and reminiscence administration which are now the developer’s responsibility.


Vulkan™ Programming Guide introduces strong 3D improvement suggestions for fields starting from games to scientific imaging, and cutting-edge methods to fixing difficult clinical compute difficulties. no matter if you’re upgrading from OpenGL or relocating to open-standard photographs APIs for the 1st time, this advisor may also help you get the implications and function you’re taking a look for.


Coverage includes

  • Extensively demonstrated code examples to illustrate Vulkan’s services and convey the way it differs from OpenGL
  • Expert counsel on getting begun and dealing with Vulkan’s new reminiscence system
  • Thorough dialogue of queues, instructions, relocating info, and presentation
  • Full factors of the SPIR-V binary shading language and compute/graphics pipelines
  • Detailed discussions of drawing instructions, geometry and fragment processing, synchronization primitives, and analyzing Vulkan info into applications
  • A whole case research program: deferred rendering utilizing advanced multi-pass structure and a number of processing queues
  • Appendixes offering Vulkan capabilities and SPIR-V opcodes, in addition to a whole Vulkan glossary
Example code are available here: Example code are available here:

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Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL) by Graham Sellers,John Kessenich

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