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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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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

Resizing the display window


When a display window resizes, the Vulkan application is given the new window dimensions to re-paint the drawing images. On the Windows platform, the WM_SIZE message of the associated window's procedure can be used to indicate the change in the dimension size as shown in the following highlighted code. The new changes added to the WndProc() function are highlighted with bold; the new dimension size is updated to the VulkanSwapChain class using the setSwapChainExtent() function, which will be later used to recreate the new swapchain images with the indicated dimensions:

LRESULT CALLBACK VulkanRenderer::WndProc(HWND hWnd, UINT uMsg,  
WPARAM wParam, LPARAM lParam) 
{ 
  VulkanApplication* appObj = VulkanApplication::GetInstance(); 
  switch (uMsg) 
 { 
   case WM_CLOSE: 
   PostQuitMessage(0); 
   break; 
   case WM_PAINT: 
   // Many lines skipped please, refer to the source code
   case WM_SIZE:

   if (wParam...
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