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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

Understanding image resources


This section will cover the Vulkan APIs used to create an image resource. Here, we'll look into the concept of a data image, image view, and image layout in detail.

Creating images

An image resource in Vulkan is represented using the VkImage object. This object supports a multidimensional image up to three-dimensional data arrays. Images are created using the vkCreateImage() API. Here's the syntax to do this:

VkResult vkCreateImage( 
    VkDevice                     device, 
    const VkImageCreateInfo*     pCreateInfo, 
    const VkAllocationCallbacks* pAllocator, 
    VkImage*                     pImage); 

The following table describes the various fields of VkCommandPoolCreateInfo:

Parameters

Description

device

This refers to the logical device responsible for creating an image.

pCreateInfo

This refers to a VkImageCreateInfo pointer.

pAllocator

This controls the host memory allocation process.

pImage

This returns the...

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