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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Creating a sampled image

Sampled images are used to read data from images (textures) inside shaders. Usually, they are used together with samplers. And to be able to use an image as a sampled image, it must be created with a VK_IMAGE_USAGE_SAMPLED_BIT usage.

How to do it...

  1. Take the handle of a physical device stored in a variable of type VkPhysicalDevice named physical_device.
  2. Select a format that will be used for an image. Initialize a variable of type VkFormat named format with the selected image format.
  1. Create a variable of type VkFormatProperties named format_properties.
  2. Call vkGetPhysicalDeviceFormatProperties( physical_device, format, &format_properties ), for which to provide the physical_device variable, the format variable, and a pointer to the format_properties...
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