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The Modern Vulkan Cookbook

You're reading from   The Modern Vulkan Cookbook A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

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Product type Paperback
Published in Apr 2024
Publisher Packt
ISBN-13 9781803239989
Length 334 pages
Edition 1st Edition
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Authors (2):
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Preetish Kakkar Preetish Kakkar
Author Profile Icon Preetish Kakkar
Preetish Kakkar
Mauricio Maurer Mauricio Maurer
Author Profile Icon Mauricio Maurer
Mauricio Maurer
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Vulkan Core Concepts 2. Chapter 2: Working with Modern Vulkan FREE CHAPTER 3. Chapter 3: Implementing GPU-Driven Rendering 4. Chapter 4: Exploring Techniques for Lighting, Shading, and Shadows 5. Chapter 5: Deciphering Order-Independent Transparency 6. Chapter 6: Anti-Aliasing Techniques 7. Chapter 7: Ray Tracing and Hybrid Rendering 8. Chapter 8: Extended Reality with OpenXR 9. Chapter 9: Debugging and Performance Measurement Techniques 10. Index 11. Other Books You May Enjoy

Retrieving the queue object handle

Once the logical device has been created, we need to obtain the handle to queues. That is accomplished with the vkGetDeviceQueue function. This handle will be used to submit command buffers for processing on the GPU.

In this recipe, you will learn how to obtain the handle to a Vulkan queue.

Getting ready

In the repository, all queues are retrieved and stored by the VulkanCore::Context class. That class maintains a list for each type of queue: graphics, compute, transfer, and sparse, along with a special queue for presentation.

How to do it…

To retrieve the handle to a queue, just call the vkGetDeviceQueue function with the queue family index and the queue index:

VkQueue queue{VK_NULL_HANDLE};
uint32_t queueFamilyIndex; // valid queue family
vkGetDeviceQueue(device, queueFamilyIndex, 0, &queue);

Knowing which queue families are available is not enough. Once we determine which queues are available and the queues we need...

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