VkApplicationInfo appInfo = {};\nappInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;\nappInfo.pApplicationName = \"Hello Vulkan\";\nappInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);\nappInfo.pEngineName = \"No Engine\";\nappInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);\nappInfo.apiVersion = VK_API_VERSION_1_0;\n\nVkInstanceCreateInfo createInfo = {};\ncreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;\ncreateInfo.pApplicationInfo = &appInfo;\n\nif (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {\n throw std::runtime_error(\"failed to create instance!\");\n}\n<\/code><\/pre>\n\n\n\n2. Physical and Logical Device Selection<\/h4>\n\n\n\n After creating an instance, you need to select a physical device (GPU) and create a logical device to interact with it. This step involves querying the GPU properties and features, then setting up queues and extensions that your application will use.<\/p>\n\n\n\n
3. Creating a Window Surface<\/h4>\n\n\n\n Vulkan itself does not handle window creation or input events; this must be done using a windowing system like GLFW or SDL. Once the window is created, you need to create a Vulkan surface for the window, allowing Vulkan to interface with it.<\/p>\n\n\n\n
4. Graphics Pipeline Setup<\/h4>\n\n\n\n The graphics pipeline is the heart of rendering with Vulkan, defining how to process vertices and fragments, along with specifying states like the viewport, rasterizer, shaders, etc. Setting up a pipeline involves creating shader modules, setting pipeline states, and compiling it into a usable form.<\/p>\n\n\n\n
5. Drawing Frame<\/h4>\n\n\n\n To draw a frame, you need to record commands into a command buffer, telling Vulkan what to draw and how to draw it. This typically involves binding the graphics pipeline, drawing commands, and managing synchronization primitives to ensure proper execution order.<\/p>\n\n\n\n
Conclusion<\/h3>\n\n\n\n While Vulkan’s steep learning curve can be intimidating, its design allows for unparalleled control and efficiency in graphics applications. This tutorial has only scratched the surface of what’s possible with Vulkan. For those willing to invest the time to master its complexities, Vulkan opens up a world of high-performance, cross-platform graphics programming. Further exploration through official documentation, sample code, and community resources is highly recommended to deepen your understanding and skills in Vulkan development.<\/p>\n","protected":false},"excerpt":{"rendered":"
In the realm of graphics programming, Vulkan stands out as a revolutionary API (Application Programming Interface) that offers high-efficiency, cross-platform access to modern GPUs (Graphics Processing Units) used in a wide range of devices from PCs and consoles to mobile devices. Developed by the Khronos Group, Vulkan is designed to provide better performance and more […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_genesis_hide_title":false,"_genesis_hide_breadcrumbs":false,"_genesis_hide_singular_image":false,"_genesis_hide_footer_widgets":false,"_genesis_custom_body_class":"","_genesis_custom_post_class":"","_genesis_layout":"","_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[4],"tags":[],"class_list":{"0":"post-1033","1":"post","2":"type-post","3":"status-publish","4":"format-standard","6":"category-blog","7":"entry","8":"has-post-thumbnail"},"yoast_head":"\n
Vulkan Graphics API Tutorial - Old Gamess<\/title>\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n