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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

Copying data content between images and buffers

Copy commands are special transfer commands that transfer data contents from one memory region to another. These regions could be between buffers objects, image objects, and buffer-to-image and vice versa.

Depending upon the application need, you may need to copy data between buffers and images in various situations. There are four types of copy commands available to accomplish this job:

  • vkCmdCopyBuffer: Data contents are copied from the source buffer to the destination buffer object's device memory
  • vkCmdCopyImage: A specific portion of the source image object is copied to the destination image region
  • vkCmdCopyBufferToImage: Buffer object data contents are copied to the image objects
  • vkCmdCopyImageToBuffer: Image object data contents are copied to the buffer objects

In the optimal tiling implementation, we used vkCmdCopyBufferToImage. The following is the syntax:

void vkCmdCopyBufferToImage( 
             VkCommandBuffer           commandBuffer...
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