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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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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program FREE CHAPTER 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

Caching pipeline objects with a PCO


A pipeline cache is a pool that stores baked pipelines. It enables an application to reduce the pipeline creation overhead between pipeline runs and also between the subsequent application run. The following is the difference between the two:

  • Between pipelines: The pipeline construction can be reused when new pipelines are created. The pipeline cache object is passed as a parameter to the pipeline creator API (vkCreateGraphicsPipelines). By doing so, the underlying mechanism ensures that it reuses the pipeline if a similar one exists. This is widely useful in the creation of drawing objects that are redundant in nature, for example, paint brush strokes, sprites, mesh geometries, and so on.

  • Between applications: While creating a pipeline, you deal with a lot of pipeline state objects, which is an expensive path. Reusability across running applications is a wise design and is efficient in terms of execution time and memory space. A pipeline cache inside...

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