Technical requirements
To run the recipes from this chapter, you will need a computer with a video card supporting OpenGL 4.6 with ARB_bindless_texture
and Vulkan 1.2. Read Chapter 1, Establishing a Build Environment, if you want to learn how to build demonstration applications from this book.
This chapter relies on the geometry-loading code explained in the previous chapter, Chapter 7, Graphics Rendering Pipeline, so make sure you read it before proceeding any further and run the Chapter7/SceneConverter
tool before running the demos from this chapter.
All Vulkan demos from this chapter require multiple rendering passes and are using multiple input and output (I/O) textures and framebuffers. To specify these memory dependencies without using Vulkan subpasses, we insert pipeline barriers in between the rendering commands. Inserting barriers into a command buffer is performed in the shared/vkFramework/Barriers.h
file, which declared a number of helper classes that essentially just...