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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

Pipeline State Objects (PSO) in Vulkan


Pipeline state objects in a pipeline are the means by which the hardware settings of the physical devices are controlled. There are various types of pipeline state objects specified in the pipeline; which work in a predefined order. The input data and resources in these stages are subjected to changes in line with user-specified behavior. Each stage processes the input and passes it on to the next one. Depending upon application requirements, the pipeline state stage can be bypassed as per the user's choice. This is entirely configurable through VkComputePipelineCreateInfo.

Let's have an overview of these pipeline state objects before we cover them in detail:

  • The dynamic state: This specifies the dynamic states used in this pipeline

  • The vertex input state: This specifies the data input rate and its interpretation

  • The input assembly state: This assembles the vertex data into the primitive's topology (line, point, and triangle variants)

  • The rasterization...

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