Initializing the Vulkan swap chain
Normally, each frame is rendered as an offscreen image. Once the rendering process is complete, the offscreen image should be made visible. An object that holds a collection of available offscreen images – or, more specifically, a queue of rendered images waiting to be presented to the screen – is called a swap chain. In OpenGL, presenting an offscreen buffer to the visible area of a window is performed using system-dependent functions, namely wglSwapBuffers()
on Windows, eglSwapBuffers()
on OpenGL ES embedded systems, glXSwapBuffers()
on Linux, and automatically on macOS. Using Vulkan, we need to select a sequencing algorithm for the swap chain images. Also, the operation that presents an image to the display is no different from any other operation, such as rendering a collection of triangles. The Vulkan API object model treats each graphics device as a collection of command queues where rendering, computation, or transfer operations...