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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.
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