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Pawel Lapinski - Vulkan Cookbook

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Work through recipes to unlock the full potential of the next generation graphics APIVulkan

About This Book
  • * This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API.
  • * Teaches techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices.
  • * Presents exciting imaging processing and post-processing techniques.
Who This Book Is For

This book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful.

What You Will Learn
  • * Work with Swapchain to present images on screen
  • * Create, submit, and synchronize operations processed by the hardware
  • * Create buffers and images, manage their memory, and upload data to them from CPU
  • * Explore descriptor sets and set up an interface between application and shaders
  • * Organize drawing operations into a set of render passes and subpasses
  • * Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations
  • * Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques
  • * Write shaders in GLSL and convert them into SPIR-V assemblies
  • * Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarks
In Detail

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster.

This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications.

By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.

Style and approach

This recipe-based guide will empower you to implement modern graphic programming techniques and help gain a solid understanding of the new Vulkan API.

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Title Page
Vulkan Cookbook
Work through recipes to unlock the full potential of the next generation graphics APIVulkan
Pawel Lapinski


BIRMINGHAM - MUMBAI Copyright Vulkan Cookbook Copyright 2017 Packt - photo 1

BIRMINGHAM - MUMBAI

Copyright
Vulkan Cookbook

Copyright 2017 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: April 2017

Production reference: 1260417

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78646-815-4

www.packtpub.com

Credits

Author
Pawel Lapinski

Copy Editor
Safis Editing

Reviewer
Chris Forbes

Project Coordinator
Ritika Manoj

CommissioningEditor
Ashwin Nair

Proofreader
Safis Editing

AcquisitionEditor
Nitin Dasan

Indexer
Tejal Daruwale Soni

Content Development Editor
Aditi Gour

Production Coordinator
Arvindkumar Gupta

Technical Editor
Murtaza Tinwala

Graphics
Jason Monteiro

About the Author

Pawel Lapinski is a graphics software engineer at Intel Corporation. His professional career started 10 years ago when he and his friends were hired to develop a 3D training/simulation application using C++, OpenGL, and Cg, which was later improved with added head-mounted display support and stereoscopic image generation.

Since his studies, Pawel has been interested in 3D graphics and especially in the open multiplatform OpenGL library. He wrote a diploma about the Effective usage of vertex and fragment shaders. Since then, he has continued to pursue opportunities to work with 3D graphics and expand his knowledge in the field. He had the opportunity to join a team that was developing one of the biggest CAVE-like installations at the Polish Gdansk University of Technology. His responsibility was to prepare 3D visualizations using Unity3D engine and add stereoscopic image generation and support for motion tracking.

Pawel's whole career has involved working with computer graphics, the OpenGL library, and shaders. However, some time ago, already as a programmer at Intel, he had the opportunity to start working with the Vulkan API when he prepared validation tests for the Vulkan graphics driver. He also prepared a series of tutorials teaching people how to use Vulkan and now he wants to share more of his knowledge in the form of a Vulkan Cookbook.

Acknowledgments

This is my first published book and it is a very important moment of my life. Thats why Id like to include quite many people in this special thanks list.

First and foremost, I want to thank my wife, Agata, my children, and the whole family for all their love, patience, and continuous support.

I wouldnt have written this book if Mr. Jacek Kuffel hadn't been my language teacher in my primary school. He taught me how important our language is and he also taught me how to express myself with written words. I learned all my love of writing from him.

My affection for 3D graphics programming started during my studies. It started growing thanks to my thesis supervisor Mariusz Szwoch, Ph.D., and my 3D graphics teacher Jacek Lebiedz, Ph.D. Id like to thank them for their support and help. Without them I would not have started learning OpenGL and, as the next step, the Vulkan API.

Kind regards and a huge thank you to my team here at Intel Poland. I couldnt have joined a better team or started working with better people. They are not only specialists at what they do, but they are all kind, sincere and warmhearted friends. Id like to thank them for patiently answering my many questions, for sharing their knowledge. And for the great atmosphere that they create every day. Special thanks are required to Slawek, Boguslaw, Adam, Jacek, and to my manager Jan.

And last but not least the Packt team. Ive always dreamt about writing a book and they not only allowed me to do it, but they helped me realize my dreams, showing their support at every step from the very beginning. Aditi, Murtaza, Nitin, Sachin You are great. It was much easier to write this book with you on my side.

About the Reviewer

Chris Forbes works as a software developer for Google, working on Vulkan validation support and other ecosystem components. Previously he has been involved in implementing OpenGL 3 and 4 support in open source graphics drivers for Linux [www.mesa3d.org], as well as rebuilding classic strategy games to run on modern systems [www.openra.net]. He also served as a technical reviewer on Packt's previous Vulkan title, Learning Vulkan.

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