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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Specifying a pipeline vertex binding description, attribute description, and input state

When we want to draw a geometry, we prepare vertices along with their additional attributes like normal vectors, colors, or texture coordinates. Such vertex data is chosen arbitrarily by us, so for the hardware to properly use them, we need to specify how many attributes there are, how are they laid out in memory, or where are they taken from. This information is provided through the vertex binding description and attribute description required to create a graphics pipeline.

How to do it...

  1. Create a std::vector variable named binding_descriptions with elements of type VkVertexInputBindingDescription.
  2. Add a separate entry to the binding_descriptions vector for each vertex binding...
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