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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

Summary

This chapter implemented the image resources and rendered the texture on a 3D geometry object. It opened with a quick recap of the fundamentals of image resource and covered the basic concepts of image objects, image layouts, and image views.

We implemented texture rendering with linear and optimal tiling schemes. The former is simple to implement and is purely based on the image type resource. The latter scheme is implemented using staging, where both buffer and image resources are used; in this scheme, the image is first stored in the buffer object and transferred to the image object using copy commands.

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