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You're reading from  Mastering Graphics Programming with Vulkan

Product typeBook
Published inFeb 2023
PublisherPackt
ISBN-139781803244792
Edition1st Edition
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Authors (2):
Marco Castorina
Marco Castorina
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Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

Gabriel Sassone
Gabriel Sassone
author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone

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Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “For each resource type, we call the relative method on the DescriptorSetCreation object.”

A block of code is set as follows:

export VULKAN_SDK=~/vulkan/1.2.198.1/x86_64 
export PATH=$VULKAN_SDK/bin:$PATH 
export LD_LIBRARY_PATH=$VULKAN_SDK/lib:$LD_LIBRARY_PATH 
export VK_LAYER_PATH=$VULKAN_SDK/etc/vulkan/explicit_layer.d

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

VkPhysicalDeviceFeatures2 device_features{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2, &indexing_features }; 
    vkGetPhysicalDeviceFeatures2( vulkan_physical_device, 
    &device_features ); 
    bindless_supported = indexing_features.
    descriptorBindingPartiallyBound && indexing_features.
    runtimeDescriptorArray;

Any command-line input or output is written as follows:

$ tar -xvf vulkansdk-linux-x86_64-1.2.198.1.tar.gz

Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “We then start the application by clicking on Launch, and we will notice an overlay reporting the frame time and the number of frames rendered.”

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Mastering Graphics Programming with Vulkan
Published in: Feb 2023Publisher: PacktISBN-13: 9781803244792

Authors (2)

author image
Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone