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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

Creating a graphics pipeline with vertex and fragment shaders, depth test enabled, and with dynamic viewport and scissor tests

In this recipe, we will see how to create a commonly used graphics pipeline, in which vertex and fragment shaders are active and a depth test is enabled. We will also specify that viewport and scissor tests are set up dynamically.

How to do it...

  1. Take the handle of a logical device. Use it to initialize a variable of type VkDevice named logical_device.
  2. Take the SPIR-V assembly of a vertex shader and use it, along with the logical_device variable, to create a shader module. Store it in a variable of type VkShaderModule named vertex_shader_module (refer to the Creating a shader module recipe).
  3. Take the SPIR-V assembly of a fragment shader...
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