- Series: OpenGL
- Paperback: 480 pages
- Publisher: Addison-Wesley Professional; 1 edition (November 10, 2016)
- Language: English
- ISBN-10: 0134464540
- ISBN-13: 978-0134464541
- Product Dimensions: 7 x 1.1 x 9.1 inches
- Shipping Weight: 1.4 pounds (View shipping rates and policies)
- Average Customer Review: 17 customer reviews
- Amazon Best Sellers Rank: #718,511 in Books (See Top 100 in Books)
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Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL) 1st Edition
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About the Author
Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL® Programming Guide, Ninth Edition.
Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.
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Even if I am an expert on raster graphics I had a very hard time trying to figure out how to build an engine out of those APIs. I would definitely not recommend this book to anyone without a deep understanding of computer graphics and next generation graphics libraries.
If you already master DirectX 12 or had a chance to play with AMD's Mantle, then maybe this book can be helpful.
I found this is better as a reference - for learning there are several online tutorials that I found that allowed you to progress faster.
Vulkan Programming Guide has 13 chapters, each focusing on a key aspect of the Vulkan API. Inside these chapters are: a high-level overview of Vulkan itself, memory and resources, queues and commands, memory barriers and buffers, presentation, shaders and pipelines, graphics pipelines, drawing, geometry processing, fragment processing, synchronization, queries, and multipass rendering. Not a bad mix of topics. I don’t think anything major was left out, however, some of the coverage could be more fleshed out. While there was great detail on some things. For example, showing SPIR-V disassembly code, other topics were only giving a cursory look. In particular, there is very little source code in the book. While the author goes to great lengths to show structure and function prototypes, there isn’t a whole lot of code showing actual usage. While it’s debatable if this is necessary, I would find more code examples to be useful. To be fair, the code that is shown looks good, there just needs to be more it.
All in all, I feel the book is solid and, considering Vulkan is relatively new and there aren’t that many texts available, it’s not a bad choice. One thing to note: I would recommend you start with Learning Vulkan by Parminder Singh. Learning Vulkan is a much more approachable resource, and I found it a little easier to follow. While Vulkan Programming Guide is more in-depth in many cases (in terms of the API spec itself), Learning Vulkan has a lot more C++ sample code, and may be more useful in that respect. In any case, I would buy both books because there are unique advantages in each one. Could Vulkan Programming Guide be improved? Sure. But it’s not a bad book and if you are getting into learning Vulkan today you’ll really need any and every resource you can get your hands on, and this should certainly be on your shelf.