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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 2. Your First Vulkan Pseudo Program FREE CHAPTER 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

Using the Render Pass and creating the framebuffer


Once the Render Pass is created, it is used to create the framebuffer. Ideally, for each swapchain color image, we need a framebuffer associated with it. For example, if we have a double buffer swapchain image, then we need two framebuffers: one for the front buffer and another for the back buffer image.

The framebuffer in Vulkan is created using the vkCreateFrameBuffer() API. Like with other Vulkan APIs, this also has a create info control structure called VkFrameBufferCreateInfo. Refer to the following for more information on its syntax and usage:

VkResult vkCreateFrameBuffer( 
    VkDevice                           device, 
    const VkFramebufferCreateInfo*     pCreateInfo, 
    const VkAllocationCallbacks*       pAllocator, 
    VkFramebuffer*                     pFrameBuffer); 

The following table describes the various fields of the vkCreateFrameBuffer() API:

Parameters

Description

device

This is the logical...

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