Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

Arrow left icon
Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
Arrow right icon
View More author details
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

Chapter 5. Command Buffer and Memory Management in Vulkan

A command buffer is a collection of commands, and it is submitted to an appropriate hardware queue for GPU processing. The driver then fetches the command buffers and validates and compiles them before the real GPU processing starts.

This chapter will shed light on command buffer concepts. We will learn about command pool creation, allocation/deallocation of command buffers, and recording commands. We will implement the command buffers and use them in the next chapter to drive a swapchain. A swapchain abstracts the mechanism to interface with platform surfaces and provides an array of images that can be used to perform rendering. Once rendering is done, the image is presented to the native windowing system.

In the second half of the chapter, we will understand memory management in Vulkan. We will discuss the concepts of host and device memory. We will look into memory allocators to manage host memory allocations. At the end...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image