Vulkan Programming Guide: The Official Guide to Learning Vulkan
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The Definitive Vulkan(TM) Developer's Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. Vulkan(TM) Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments. Vulkan API lead Graham Sellers (with contributions from language lead John Kessenich) presents example-rich introductions to the portable Vulkan API and the new SPIR-V shading language. The author introduces Vulkan, its goals, and the key concepts framing its API, and presents a complex rendering system that demonstrates both Vulkan's uniqueness and its exceptional power. You'll find authoritative coverage of topics ranging from drawing to memory, and threading to compute shaders. The author especially shows how to handle tasks such as synchronization, scheduling, and memory management that are now the developer's responsibility. Vulkan(TM) Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems. Whether you're upgrading from OpenGL or moving to open-standard graphics APIs for the first time, this guide will help you get the results and performance you're looking for. Coverage includes Extensively tested code examples to demonstrate Vulkan's capabilities and show how it differs from OpenGL Expert guidance on getting started and working with Vulkan's new memory system Thorough discussion of queues, commands, moving data, and presentation Full explanations of the SPIR-V binary shading language and compute/graphics pipelines Detailed discussions of drawing commands, geometry and fragment processing, synchronization primitives, and reading Vulkan data into applications A complete case study application: deferred rendering using complex multi-pass architecture and multiple processing queues Appendixes presenting Vulkan functions and SPIR-V opcodes, as well as a complete Vulkan glossary Normal 0 false false false EN-US X-NONE X-NONE About This E-Book Vulkan™ Programming Guide Contents Figures Tables Listings About This Book About the Sample Code Errata Acknowledgments About the Author Chapter 1. Overview of Vulkan Introduction Instances, Devices, and Queues The Vulkan Instance Vulkan Physical Devices Physical Device Memory Device Queues Creating a Logical Device Object Types and Function Conventions Managing Memory Multithreading in Vulkan Mathematical Concepts Vectors and Matrices Coordinate Systems Enhancing Vulkan Layers Extensions Shutting Down Cleanly Summary Chapter 2. Memory and Resources Host Memory Management Resources Buffers Formats and Support Images Linear Images Nonlinear Encoding Compressed Image Formats Resource Views Buffer Views Image Views Image Arrays Destroying Resources Device Memory Management Allocating Device Memory Host Access to Device Memory Binding Memory to Resources Sparse Resources Summary Chapter 3. Queues and Commands Device Queues Creating Command Buffers Recording Commands Recycling Command Buffers Submission of Commands Summary Chapter 4. Moving Data Managing Resource State Pipeline Barriers Global Memory Barriers Buffer Memory Barriers Image Memory Barriers Clearing and Filling Buffers Clearing and Filling Images Copying Image Data Copying Compressed Image Data Stretching Images Summary Chapter 5. Presentation Presentation Extension Presentation Surfaces Presentation on Microsoft Windows Presentation on Xlib-Based Platforms Presentation with Xcb Swap Chains Full-Screen Surfaces Performing Presentation Cleaning Up Summary Chapter 6. Shaders and Pipelines An Overview of GLSL An Overview of SPIR-V Representation of SPIR-V Handing SPIR-V to Vulkan Pipelines Compute Pipelines Creating Pipelines Specialization Constants Accelerating Pipeline Creation Binding Pipelines Executing Work Resource Access in Shaders Descriptor Sets Binding Resources to Descriptor Sets Binding Descriptor Sets Uniform, Texel, and Storage Buffers Unform and Shader Storage Blocks Texel Buffers Push Constants Sampled Images Image Filtering Mipmapping Summary Chapter 7. Graphics Pipelines The Logical Graphics Pipeline Renderpasses The Framebuffer Creating a Simple Graphics Pipeline Graphics Shader Stages Vertex Input State Input Assembly Tessellation State Viewport State Rasterization State Multisample State Depth and Stencil State Color Blend State Dynamic State Summary Chapter 8. Drawing Getting Ready to Draw Vertex Data Indexed Draws Index-Only Rendering Reset Indices Instancing Indirect Draws Summary Chapter 9. Geometry Processing Tessellation Tessellation Configuration Tessellation Modes Controlling Subdivision Tessellation Variables Patch Variables Tessellation Evaluation Shaders Tessellation Example: Displacement Mapping Geometry Shaders Cutting Primitives Geometry Shader Instancing Programmable Point Size Line Width and Rasterization User Clipping and Culling The Viewport Transformation Summary Chapter 10. Fragment Processing Scissor Testing Depth and Stencil Operations Depth Testing Depth-Bounds Testing Depth Bias Stencil Testing Early Fragment Tests Multisample Rendering Sample Rate Shading Multisample Resolves Logic Operations Fragment Shader Outputs Color Blending Summary Chapter 11. Synchronization Fences Events Semaphores Summary Chapter 12. Getting Data Back Queries Executing Queries Occlusion Queries Pipeline Statistics Queries Timing Queries Reading Data with the Host Summary Chapter 13. Multipass Rendering Input Attachments Attachment Contents Attachment Initialization Render Areas Preserving Attachment Content Secondary Command Buffers Summary Appendix. Vulkan Functions Glossary Index Code Snippets
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