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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API FREE CHAPTER 2. Your First Vulkan Pseudo Program 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Summary


This chapter was full of image resources. We started with a basic understanding of image resource in Vulkan and learning about image objects, image layouts, and image views. Then we created image objects and allocated device memory to them. We also used WSI extensions to implement the swapchain and retrieved the swapchain images; these images were then associated with the presentation window. Finally, we created image views out of the swapchain images.

Next in this chapter, we implemented the depth buffer image. We also understood the different Vulkan image tilings and the basic difference between them. In addition to this, we also understood image layouts and their implementations using memory barriers.

In the next chapter, we will introduce the framebuffer and render pass. The framebuffer consumes the image views of a swapchain and depth image and associates them with a color and depth attachment. This information is then used by the render pass to define a unit of work. We will...

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