Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

Arrow left icon
Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
Arrow right icon
View More author details
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

Updating the descriptor set

Once the texture is prepared by linear or optimal tiling, it is just a matter of updating the descriptor set with the created image resource object. This is done in the implemented VulkanDrawable::createDescriptorSet() function. The input parameter useTexture must be true to support the texture. The following highlights a single-line change that is required in this function to support the texture.

When the useTexture parameter is true, the second VkWriteDescriptorSet element (with index 1) is populated with the texture information. Here are two things that are of utmost importance:

  • Setting the texture object: The pImageInfo field of VkWriteDescriptorSet must be set with the texture object's (TextureData) descsImgInfo (of the type VkDescriptorImageInfo).
  • Layout binding: This must be equal to the index number specified in the fragment shader. For instance, in the present example, the sampler is received at the layout binding 1, therefore, writes[1].dstBinding...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime