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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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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program FREE CHAPTER 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

Introducing swapchains


Swapchains are a mechanism by which the rendering of the drawing primitive is shown on a platform-specific presentation window/surface. A swapchain may contain single or multiple drawing images. These drawing images are called color images. A color image is simply an array of pixel information that resides in a special layout in the memory. The number of draw images in a swapchain is very specific to the implementation. When double images are used, it's called double buffering, and when three surfaces are used, triple buffering.

Among these images, when one image completes the drawing process in the background, it is swapped to the presentation window. In order to fully utilize the GPU, a different image is then treated as a background buffer for the drawing process. This process is repeated back and forth and the swapping of the images takes place continuously. Making use of multiple images improves the frame rate output as the GPU is always constantly busy with the...

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