With digital business and market competition intensifying, many companies are shifting to APIs to expose business processes and data for easy and better integration, enabling business expansion, and driving lower cost and faster time to market (TTM) through reusable services and APIs. APIs are being deployed on an unprecedented scale in broad ecosystems for social, mobile, cloud, and analytical...
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Windows* 8.1 Preview – what’s new for developers [PDF 327KB]
Real time demonstration of OpenGL vs. Vulkan™ API from Khronos™ recorded at GDC 2015. Kishonti prototype using Vulkan™ also demonstrated.
Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it...
This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
This tutorial presents how to add vertex attributes to a graphics pipeline and how to create vertex buffers and bind them during command buffer recording. It teaches how to create memory objects that backs buffer storage, and how map them to upload data from the CPU to the GPU. Here also dynamic pipeline states for the viewport and scissors test are introduced.
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