By Graham Sellers,John Kessenich

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

 

The subsequent iteration of the OpenGL specification, Vulkan, has been redesigned from the floor up, giving purposes direct regulate over GPU acceleration for unparalleled functionality and predictability. Vulkan™ Programming Guide is the fundamental, authoritative connection with this new common for knowledgeable images 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 ambitions, and the major techniques framing its API, and offers a posh rendering method that demonstrates either Vulkan’s forte and its unparalleled power.

 

You’ll locate authoritative insurance of issues starting from drawing to reminiscence, and threading to compute shaders. the writer specially exhibits tips on how to deal with projects corresponding to synchronization, scheduling, and reminiscence administration which are now the developer’s responsibility.

 

Vulkan™ Programming Guide introduces robust 3D improvement strategies for fields starting from games to clinical imaging, and cutting-edge techniques to fixing not easy clinical compute difficulties. even if you’re upgrading from OpenGL or relocating to open-standard pictures APIs for the 1st time, this consultant might 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 exhibit the way it differs from OpenGL
  • Expert suggestions 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 studying Vulkan info into applications
  • A whole case learn program: deferred rendering utilizing advanced multi-pass structure and a number of processing queues
  • Appendixes providing Vulkan capabilities and SPIR-V opcodes, in addition to a whole Vulkan glossary
Example code are available here: Example code are available here: https://github.com/vulkanprogrammingguide/examples

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


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