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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Beginning a render pass

When we have created a render pass and a framebuffer and we are ready to start recording commands needed to render a geometry, we must record an operation that begins the render pass. This also automatically starts its first subpass.

How to do it...

  1. Take the handle of a command buffer stored in a variable of type VkCommandBuffer named command_buffer. Make sure the command buffer is in the recording state.
  2. Use the handle of the render pass to initialize a variable of type VkRenderPass named render_pass.
  1. Take the framebuffer that is compatible with the render_pass. Store its handle in a variable of type VkFramebuffer named framebuffer.
  2. Specify the dimensions of the render area into which rendering will be confined during the render pass....
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