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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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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

Setting a buffer memory barrier

Buffers can be used for various purposes. For each buffer, we can upload data to it or copy data from it; we can bind a buffer to a pipeline via descriptor sets and use it inside shaders as a source of data, or we can store data in the buffer from within the shaders.

We must inform a driver about each such usage, not only during buffer creation, but also before the intended usage. When we have been using a buffer for one purpose and from now on we want to use it differently, we must tell the driver about a change in the buffer's usage. This is done through buffer memory barriers. They are set as part of the pipeline barriers during command buffer recording (refer to the Beginning a command buffer recording operation recipe from Chapter 3, Command Buffers and Synchronization).

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