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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

Clearing the background color


In this section, we use the created Render Pass and framebuffer object and implement the Render Pass instance. This Render Pass instance is very simple and will only clear the background image with a specified color. For each swapchain image, different colors can be specified using the pClearValues field of the VkRenderPassBeginInfo structure; this structure is then passed to the Render Pass instance.

The Render Pass instance is implemented during the preparation stage in which the command buffers are created. For each swapchain image, a corresponding command buffer object is created. This means, for n swapchain images, we need to create n command buffer objects.

The preparation is done using the VulkanDrawable::prepare() function, and the rendering of the swapchain images will be performed using the VulkanDrawable::render() function.

The following diagram shows the call stack of the prepare() and render() function:

The following class declaration shows the new...

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