Home > Store

Vulkan Programming Guide: The Official Guide to Learning Vulkan, Rough Cuts

Vulkan Programming Guide: The Official Guide to Learning Vulkan, Rough Cuts

Rough Cuts

  • Available to Safari Subscribers
  • About Rough Cuts
  • Rough Cuts are manuscripts that are developed but not yet published, available through Safari. Rough Cuts provide you access to the very latest information on a given topic and offer you the opportunity to interact with the author to influence the final publication.

Not for Sale

Also available in other formats.


  • Copyright 2017
  • Dimensions: 7" x 9-1/8"
  • Pages: 480
  • Edition: 1st
  • Rough Cuts
  • ISBN-10: 0-13-446472-9
  • ISBN-13: 978-0-13-446472-5

This is the Rough Cut version of the printed book.

The next generation specification of OpenGL, Vulkan has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. Vulkan Programming Guide is the essential, authoritative reference to this new standard, for graphics programmers at all levels of experience, in any Vulkan environment, on any platform.

Written by Vulkan API lead Graham Sellers, with contributions from Vulkan language lead John Kessenich, this guide offers comprehensive, example-rich introductions to both the new portable Vulkan API and the new SPIR-V shading language. Sellers and Kessenich cover everything from drawing to memory, threading to compute shaders. Throughout, they present realistic sample code and explain everything you need to know and do to get it to work.

You'll learn powerful techniques you can use for 3D application development in fields ranging from video games to medical imaging--as well as techniques for solving many of today's most 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.

Sample Content

Table of Contents

About This Book

Chapter 1: Overview of Vulkan

Chapter 2: Memory and Resources

Chapter 3: Queues and Commands

Chapter 4: Moving Data

Chapter 5: Presentation

Chapter 6: Shaders and Pipelines

Chapter 7: Graphics Pipelines

Chapter 8: Drawing

Chapter 9: Geometry Processing

Chapter 10: Fragment Processing

Chapter 11: Synchronization

Chapter 12: Getting Data Back

Chapter 13: Multi-Pass Rendering

Appendix A: Vulkan Functions

Appendix B: SPIR-V Opcodes




Submit Errata

More Information