
Vulkan Programming Guide: The Official Guide to Learning Vulkan, 1st edition
- Graham Sellers |
- John Kessenich |
Title overview
Vulkan™ Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems.
- Authoritative, trusted, and comprehensive coverage, straight from two of Vulkan's development team leads
- Covers both the new portable Vulkan API and SPIR-V shading language
- Enables developers to gain direct control over GPU acceleration for maximum performance and predictability
- Helps developers create a wide spectrum of 3D applications, and solve challenging compute problems in science and engineering
- Contains extensive new code examples throughout
Table of contents
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Chapter 1: Overview of Vulkan
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Chapter 2: Memory and Resources
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Chapter 3: Queues and Commands
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Chapter 4: Moving Data
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Chapter 5: Presentation
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Chapter 6: Shaders and Pipelines
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Chapter 7: Graphics Pipelines
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Chapter 8: Drawing
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Chapter 9: Geometry Processing
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Chapter 10: Fragment Processing
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Chapter 11: Synchronization
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Chapter 12: Getting Data Back
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Chapter 13: Multipass Rendering
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Appendix: Vulkan Functions
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Glossary
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Index
Author bios
Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL® Programming Guide, Ninth Edition.
Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.