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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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Toc

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

Creating a pipeline cache object

Creating a pipeline object is a complicated and time-consuming process from the driver's perspective. A pipeline object is not a simple wrapper for parameters set during the creation. It involves preparing the states of all programmable and fixed pipeline stages, setting an interface between shaders and descriptor resources, compiling and linking shader programs, and performing error checking (that is, checking if shaders are linked properly). Results of these operations may be stored in a cache. This cache can then be reused to speed up the creation of pipeline objects with similar properties. To be able to use a pipeline cache object, we first need to create it.

How to do it...

  1. Take the handle of a logical device and store...
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