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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 framebuffer

Framebuffers are used along with render passes. They specify what image resources should be used for corresponding attachments defined in a render pass. They also define the size of a renderable area. That's why when we want to record drawing operations, we not only need to create a render pass, but also a framebuffer.

How to do it...

  1. Take the handle of a render pass that should be compatible with the framebuffer and use it to initialize a variable of type VkRenderPass named render_pass.
  2. Prepare a list of image view handles that represent the images' subresources, which should be used for the render pass attachments. Store all the prepared image views in a variable of type std::vector<VkImageView> named attachments.
  3. Create...
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