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#vulkan#dynamicrendering#timelinesemaphores

Learn Modern Vulkan in 2 Hours (Dynamic Rendering, No Render Passes!)

constref

5.1K subscribers • 1 video on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Linked in the descriptionnickenchev/modern-vulkan
  • May be out of date. The tools, versions or practices it shows have likely moved on.

Beginner. No background in the topic needed.

70K views5 months ago1 recommendation

Graphics and audioSystems programmingRenderingGPUs, shaders and CUDAC++

A comprehensive tutorial on modern Vulkan graphics programming using dynamic rendering and timeline semaphores to render a first triangle.

Want to learn Vulkan without drowning in thousands of lines of boilerplate? In this comprehensive 2-hour tutorial, we break down modern Vulkan graphics programming from scratch. We are targeting the latest version of Vulkan, leveraging modern API features like Dynamic Rendering and Timeline Semaphores to make development faster, cleaner, and more efficient. By the end of this video, you'll understand the modern Vulkan pipeline and successfully render your first triangle! ☕ Support the channel on Ko-fi: ko-fi.com/constref 💬 Join the Discord Community: discord.gg/T7mHdSxqR4 💻 GitHub Repository & Code: github.com/nickenchev/modern-vulkan/tree/lesson_01 📦 Vulkan SDK: vulkan.lunarg.com/ If you find this graphics programming guide helpful, don't forget to LIKE and SUBSCRIBE for more engine development content! -- TIMESTAMPS -- Introduction and Video Motive Download and Install SDK CMake and Vulkan Libraries Main Function Initialize Volk Vulkan Instance, Volk , Extensions and Debug Callback Create the Surface Select the Physical Device Graphics Queues VkDevice and Vulkan Features Vulkan Memory Allocator (VMA) Init Swapchain Creation Depth / Z Buffer Create Image with VMA (Vulkan Memory Allocator) Cleaning up Swapchain Resources Compile Shaders with shaderc Create Vulkan Shader Modules Create Graphics Pipeline Vulkan Pipeline Layout Creation Vulkan Pipeline Shader Stages Vertex and Fragment Shader Code Enable Depth Testing Normalized Device Coordinates (NDC) Intro to Vulkan Synchronization Multiple Frames in Flight Timeline Semaphores and VkFence Vulkan Fences Command Buffer Creation Command Pools Cleaning up Resources Let's Render a Triangle Swapchain Recreation Timeline Signal and Wait Values Swapchain Image Acquire Vulkan Pipeline Overview Using Barriers and Layout Transitions Begin Dynamic Rendering Bind Pipeline and Draw the Triangle Swapchain Presentation Command Buffer Submission Wait/Signal Semaphores and Queue Submission Queue Submit Queue Present Outro #Vulkan #GraphicsProgramming #CPlusPlus #GameDev #OpenGL #DirectX

Why it's here

1 person recommends this

What people say. Recommended as a helpful resource for learning modern Vulkan and adding a Vulkan renderer to a game engine.

u/Mici-Pin r/gameenginedevs • Recommends

…p 1080P) There is still some optimization left to do and shortcuts in the renderer to redo, currently still implementing Tracy so i didn't measure exactly where that extra performance is coming from and if there is any wasted. \-Things still missing from the current Vulkan Implementation : FXAA, MSAA, VSync and Gpu particles. sources i used : [video [video https://vulkan-tutorial.com/ https://github.com/bkaradzic/bgfx checking how they implemented their abstraction…