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Getting Started with Vulkan
Getting Started with Vulkan
  • Introduction to Vulkan
  • Vulkan Concepts
  • Structure of a Vulkan Application
  • Initialisation
    • Initial Vulkan Setup
    • Initialising a Physical Device
    • Creating a Logical Device
    • Initialising the Queues
    • Creating a Surface
    • Creating a Swapchain
    • Initialising the Swapchain Images
    • Creating the Command Buffers
    • Creating the Shaders
    • Creating Memory Objects
    • Creating a Render Pass
    • Creating the Framebuffers
    • Initialising a Pipeline
    • Creating the Synchronisation Objects
  • Rendering
    • Recording the Command Buffers
    • Drawing the Frame
  • Deinitialising Vulkan
  • Conclusion
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