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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

Introduction

In modern computer graphics, most of the rendering and processing of image data (such as vertices, pixels, or fragments) is done with a programmable pipeline and shaders. Shaders, to operate properly and to generate appropriate results, need to access additional data sources such as textures, samplers, buffers, or uniform variables. In Vulkan, these are provided through sets of descriptors.

Descriptors are opaque data structures that represent shader resources. They are organized into groups or sets and their contents are specified by descriptor set layouts. To provide resources to shaders, we bind descriptor sets to pipelines. We can bind multiple sets at once. To access resources from within shaders, we need to specify from which set and from which location within a set (called a binding) the given resource is acquired.

In this chapter, we will learn about the various descriptor types. We will see...

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