This is the official guide to learning Vulkan, the OpenGL specification, written by Vulkan API lead Graham Sellers, with contributions from the Vulkan language lead John Kessenich. The book introduces the portable Vulkan API and the new SPIR-V shading language making use of many examples.
Vulkan is the next generation of the OpenGL specification, and it has been completely redesigned to give applications direct control over GPU acceleration. Topics covered range from drawing to memory, and threading to compute shaders. Tasks such as synchronization, scheduling, and memory management are discussed in detail. The book introduces 3D development techniques for a number of areas including video games and more general imaging.
Authors: Graham Sellers and John Kessenich
Publisher: Addison Wesley
Date: November 2016
Audience: OpenGL developers
Category: Graphics & Games
- 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
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