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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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Table of Contents (12) Chapters Close

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

Implementing the pipeline


The graphics pipeline is implemented at the initialization stage of the application in the VulkanRenderer class. The VulkanRenderer::createPipelineStateManagement() function is responsible for executing the creation of the pipeline. Inside this function, the cmdPipelineStateMgmt command buffer object is created into which the pipeline creation process's commands are recorded. These recorded commands are then submitted to the graphics queue, that is, to the underlying implementation.

The following diagram shows the execution process. Here, first the command buffer is allocated for managing the pipeline operation. Under this, the pipeline cache object is created using the VulkanPipeline::createPipelineCache() function; once this is done, the pipeline is created in VulkanPipeline::createPipeline(). The following diagram shows the calling sequence:

Each drawing object (we will implement drawing objects in the next chapter) is associated with the created pipeline object...

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