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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

Implementing the image resource with linear tiling

In this section, we will implement the image resource with linear tiling and display a textured image on the faces of our rendering cube that we implemented in the last chapter.

As we learned in the Introduction to tiling section in Chapter 6, Allocating Image Resources and Building a Swapchain with WSI, there are two types of image tiling—linear and optimal:

  • Linear tiling: In this type of tiling arrangement, the image texels are laid out in a row-by-row manner (row-major order), which might require some padding to match the row pitch. A row pitch defines the width of the row; as a result, if the laid out texel row is smaller than the row pitch, then padding is needed. The VkImageCreateInfo indicates the linear tiling through the tiling field (of the type VkImageTiling). This field must be specified as VK_IMAGE_TILING_LINEAR.
  • Optimal tiling: As the name suggests, the image texels are laid out in an implementation-specific way meant...
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