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2 changes: 1 addition & 1 deletion chapter-code/03-buffer-creation/main.rs
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//! This is the source code of the "Buffer Creation" chapter at http://vulkano.rs.
//!
//! It is not commented, as the explanations can be found in the guide itself.
//! It is not commented, as the explanations can be found in the book itself.

use std::sync::Arc;

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2 changes: 1 addition & 1 deletion chapter-code/04-compute-pipeline/main.rs
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//! This is the source code of the "Compute pipeline" chapter at http://vulkano.rs.
//!
//! It is not commented, as the explanations can be found in the guide itself.
//! It is not commented, as the explanations can be found in the book itself.

use std::sync::Arc;

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2 changes: 1 addition & 1 deletion chapter-code/05-images/image_clear.rs
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//! This is the source code of the first three subchapters from the "Using images" chapter at http://vulkano.rs.
//!
//! It is not commented, as the explanations can be found in the guide itself.
//! It is not commented, as the explanations can be found in the book itself.

use std::sync::Arc;

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2 changes: 1 addition & 1 deletion chapter-code/05-images/mandelbrot.rs
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//! This is the source code of the "Drawing a fractal with a compute shader" subchapter
//! from the "Using images" chapter at http://vulkano.rs.
//!
//! It is not commented, as the explanations can be found in the guide itself.
//! It is not commented, as the explanations can be found in the book itself.

use std::sync::Arc;

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2 changes: 1 addition & 1 deletion chapter-code/06-graphics-pipeline/main.rs
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//! This is the source code of the "Graphics pipeline" chapter at http://vulkano.rs.
//!
//! It is not commented, as the explanations can be found in the guide itself.
//! It is not commented, as the explanations can be found in the book itself.

use std::sync::Arc;

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2 changes: 1 addition & 1 deletion chapter-code/07-windowing/main.rs
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//! This is the source code of the "Windowing" chapter at http://vulkano.rs.
//!
//! It is not commented, as the explanations can be found in the guide itself.
//! It is not commented, as the explanations can be found in the book itself.

use std::sync::Arc;

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2 changes: 1 addition & 1 deletion chapter-code/README.md
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# Chapter source code

This folder contains the source code used in the guide.
This folder contains the source code used in the book.

## Viewing the source code

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12 changes: 6 additions & 6 deletions src/01-introduction/01-introduction.md
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# Introduction

Welcome to the vulkano guide! This guide will cover the basics of Vulkan and vulkano, and will help
Welcome to the vulkano book! This guide will cover the basics of Vulkan and vulkano, and will help
you get started with interfacing with a GPU.

It will teach you the basics of graphics programming in the sense that you will know how to draw
objects on the screen. However, this guide doesn't cover actual graphics programming techniques,
objects on the screen. However, this book doesn't cover actual graphics programming techniques,
such as loading a 3D model or adding realistic lighting to a scene. At this point, the examples in
the guide are very basic, but we will be adding more comprehensive tutorials in the future.
the book are very basic, but we will be adding more comprehensive tutorials in the future.

We will assume that you are familiar with the Rust programming language. If you are not, you should
definitely [learn it first](https://www.rust-lang.org/documentation.html)!

An excellent way to learn is to read examples. On top of this guide, you should familiarize
An excellent way to learn is to read examples. On top of this book, you should familiarize
yourself with [vulkano examples](https://github.com/vulkano-rs/vulkano/tree/master/examples). To
view the current release's examples you'll need to switch to a version tag. On the branch dropdown
click the tags tab. There you'll find all released versions. Master branch will contain examples
that are updated continuously to match changes that are unreleased. You should only use the master
branch if you are using vulkano as a git dependency.

To contribute to this guide, you can create a pull request at
To contribute to this book, you can create a pull request at
[vulkano-book](https://github.com/vulkano-rs/vulkano-book) repository.

## Quick glossary
Expand Down Expand Up @@ -60,7 +60,7 @@ optimization.
opt-level = 1
```

Note: If you run into any issues with this guide, please [open an
Note: If you run into any issues with this book, please [open an
issue](https://github.com/vulkano-rs/vulkano-book/issues). If you have issues with vulkano itself,
please also [open an issue](https://github.com/vulkano-rs/vulkano/issues).

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4 changes: 2 additions & 2 deletions src/02-initialization/01-initialization.md
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Expand Up @@ -24,7 +24,7 @@ Like many other functions in vulkano, creating an instance returns a `Result`. I
available on the system, this result will contain an error. For the sake of this example we call
`expect` on the `Result`, which prints a message to stderr and terminates the application if it
contains an error. In a real game or application you should handle that situation in a nicer way,
for example by opening a dialog box with an explanation. This is out of scope of this guide.
for example by opening a dialog box with an explanation. This is out of scope of this book.

Before going further you can try your code by running:

Expand All @@ -42,7 +42,7 @@ In reality a physical device can be a dedicated graphics card, but also an integ
processor or a software implementation. It can be basically anything that allows running Vulkan
operations.

As of the writing of this guide, it is not yet possible to use multiple devices simultaneously
As of the writing of this book, it is not yet possible to use multiple devices simultaneously
in an efficient way (eg. SLI/Crossfire). You *can* use multiple devices simultaneously in the same
program, but there is not much point in doing so because you cannot share anything between them.
Consequently the best thing to do in practice is to choose one physical device which is going to
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6 changes: 3 additions & 3 deletions src/04-compute-pipeline/01-compute-intro.md
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Expand Up @@ -36,9 +36,9 @@ This makes using a GPU much easier than if you had to manually control everythin
still need to be aware that your program will run multiple times in parallel, because it has
consequences on what you can do without causing data races.

## Example in this guide
## Example in this book

For the purpose of this guide, we are going to do something very simple: we are going to multiply
For the purpose of this book, we are going to do something very simple: we are going to multiply
65536 values by the constant 12. Even though this doesn't serve any purpose, it is a good starting
point example. Most real-world usages of the GPU involve complex mathematical algorithms, and thus
are not really appropriate for a tutorial.
Expand Down Expand Up @@ -82,5 +82,5 @@ perform the calculation on each element.
Although notice that we're using `STORAGE_BUFFER` usage this time, since the buffer will be used
in the compute shader.

[The next section of the guide](02-compute-pipeline.html) will indicate how to actually code this
[The next section of the book](02-compute-pipeline.html) will indicate how to actually code this
operation.
2 changes: 1 addition & 1 deletion src/04-compute-pipeline/02-compute-pipeline.md
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Expand Up @@ -20,7 +20,7 @@ This is done in two steps:
But first, we need to write the source code of the operation. The GLSL language looks a lot like
the C programming language, but has some differences.

This guide is not going to cover teaching you GLSL, as it is an entire programming language. As
This book is not going to cover teaching you GLSL, as it is an entire programming language. As
with many programming languages, the easiest way to learn GLSL is by looking at examples.

Let's take a look at some GLSL that takes each element of a buffer and multiplies it by 12:
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4 changes: 2 additions & 2 deletions src/05-images/01-image-creation.md
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# Creating an image

In [the buffers creation section of the guide](../03-buffer-creation/01-buffer-creation.html) we
In [the buffers creation section of the book](../03-buffer-creation/01-buffer-creation.html) we
saw that in order for the GPU to access data we had to put it in a *buffer*.
This is not exactly true, as there is an alternative which are ***images***.

Expand Down Expand Up @@ -51,7 +51,7 @@ But with the format `A2R10G10B10_SSCALED_PACK32`, you have all four components.
the name of each format corresponds to the memory layout of the four components. For example with
`B10G11R11_UFLOAT_PACK32`, each pixel is 32 bits long where the first 10 bits is the blue component,
the next 11 bits are the green component, and the last 11 bits are the red component. Don't worry
if you are confused, as we will only use the most simple formats in this guide.
if you are confused, as we will only use the most simple formats in this book.

## Image creation

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4 changes: 2 additions & 2 deletions src/06-graphics-pipeline/02-vertex-shader.md
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Expand Up @@ -10,7 +10,7 @@ programming the most common shapes that one will need to work with are triangles
> to use other polygons, but this is a more advanced topic.
Each triangle is made of three vertices, and the shape of an object is just a collection of
vertices linked together to form triangles. For the purpose of this guide, we are only going to
vertices linked together to form triangles. For the purpose of this book, we are only going to
draw a single triangle first.

The first step to describe a shape with vulkano is to create a struct named `MyVertex` (the actual
Expand Down Expand Up @@ -39,7 +39,7 @@ origin is at the center of the image.

When we give positions to Vulkan, we need to use its coordinate system.

In this guide we are going to draw only a single triangle for now. Let's pick a shape for it,
In this book we are going to draw only a single triangle for now. Let's pick a shape for it,
for example this one:

<center><object data="guide-vertex-input-2.svg"></object></center>
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2 changes: 1 addition & 1 deletion src/06-graphics-pipeline/05-pipeline-creation.md
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Expand Up @@ -131,7 +131,7 @@ let pipeline = {

When we draw, we have the possibility to draw only to a specific rectangle of the screen called a
***viewport***. The borders of the viewport will map to the `-1.0` and `1.0` logical coordinates
that we covered in [the vertex input section of the guide](02-vertex-shader.html). Any part of the
that we covered in [the vertex input section of the book](02-vertex-shader.html). Any part of the
shape that ends up outside of this rectangle will be discarded.

We configured the pipeline so that we use one specific viewport, and that the state of this
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2 changes: 1 addition & 1 deletion src/SUMMARY.md
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Expand Up @@ -6,7 +6,7 @@

<!-- TODO: Do something about the draft chapters while keeping the numbering. --->

- [The Guide]()
- [The book]()
- [Introduction](01-introduction/01-introduction.md)

- [Initialization]()
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