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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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Toc

Table of Contents (12) Chapters Close

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

Creating a Vulkan instance


A Vulkan instance is a primary object that is required to build an application; it stores all the application states. It is of the type VkInstance and is managed inside the VulkanInstance class, which is user-defined (VulkanInstance.h/cpp). This class is responsible for the creation and destruction of the Vulkan instance object. The following is the implementation of the header file:

class VulkanInstance { // Many lines skipped 
 
     
    // Vulkan instance object variable 
    VkInstance instance; 
 
    // Vulkan instance specific layer and extensions 
    VulkanLayerAndExtension       layerExtension; 
 
    // Functions for Creation and Deletion of Vulkan instance 
    VkResult createInstance( vector<const char *>& layers, 
                           vector<const char *>& extensions,  
                           const char* applicationName); 
 
    // Destroy Vulkan instance...
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