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41 lines
2.0 KiB
Markdown
41 lines
2.0 KiB
Markdown
# API without Secrets: Introduction to Vulkan
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by Pawel Lapinski
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Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:
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https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface
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Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!
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## Drivers:
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Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/
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## Tutorials:
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### [01 - The Beginning](./Project/Tutorial01/)
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<img src="./Document/Images/01 - The Beginning.png" height="96px" align="right">
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#### Introduction to a Vulkan world
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##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1
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Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.
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### [02 - Swap chain](./Project/Tutorial02/)
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<img src="./Document/Images/02 - Swap Chain.png" height="96px" align="right">
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#### Integrating Vulkan with OS
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##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2
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This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.
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### [03 - First triangle](./Project/Tutorial03/)
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<img src="./Document/Images/03 - First Triangle.png" height="96px" align="right">
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#### Graphics pipeline and drawing
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Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.
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### [04 - Vertex Attributes](./Project/Tutorial04/)
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<img src="./Document/Images/04 - Vertex Attributes.png" height="96px" align="right">
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#### Buffers, images and fences
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This tutorial shows how to set up vertex attributes and bind buffer with vertex data. Here we also create images, memory objects and fences.
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