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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 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

Implementing the wrapper class for a command buffer


This section implements the wrapper class for a command buffer called CommandBufferMgr. This class contains static functions that can be directly used like utility functions without requiring a class object. The class is implemented in a new file called wrapper.h/.cpp; this file will contain multiple utility methods.

Most of the implemented functions in this class are provided with a default implementation. This means that each function provides the user with the flexibility to change the control structure parameters from outside the function call and send them as parametric arguments. The function arguments are inherent defaults, so if you are not specifying anything custom, the function will do all the jobs for you.

The following is the header implementation of the CommandBufferMgr class. It declares four static functions that are responsible for allocating memory, recording the command buffer, and submitting the command buffer to the command...

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