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Vulkan™ Programming Guide by Graham Sellers

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Chapter 1. Overview of Vulkan

What You’ll Learn in This Chapter

• What Vulkan is and the fundamentals behind it

• How to create a minimal Vulkan application

• The terminology and concepts used in the remainder of this book

In this chapter, we introduce Vulkan and explain what it is. We introduce some of the fundamental concepts behind the API, including initialization, object lifetimes, the Vulkan instance, and logical and physical devices. By the end of the chapter, we produce a simple Vulkan application that can initialize the Vulkan system, discover available Vulkan devices and show their properties and capabilities, and finally shut down cleanly.

Introduction

Vulkan is a programming interface for graphics and compute devices. A Vulkan ...

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