Summary

In this chapter, we explored the step-by-step process of installing Vulkan on your system. Then we pseudo programmed "Hello World!!!" where we rendered a tricolor triangle on the display window.

This introductory chapter has boiled down Vulkan to a level where understanding this graphics API is really easy for beginners. This chapter is a cheat code for Vulkan programming; it can be used as a reference to remember all the programming steps along with all their respective APIs in the correct order.

Aristotle said, "Well begun is half done!" With the completion of the first two chapters, we have built a strong foundation to fully understand Vulkan mechanics from scratch; we will do this in the upcoming chapters.

In the next chapter, we will delve into core programming and start building our first Vulkan application. You will learn about layers and extensions and how to enable them implicitly and explicitly. We will also look into the fundamentals of Vulkan instances and the device and queues, which are very helpful to communicate with the GPU. Once we do this, we will query the resources and facilities it exposes. We will also learn how to get queues and their advertised properties.

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