Initializing the Vulkan pipeline
A Vulkan pipeline is an implementation of an abstract graphics pipeline, which is a sequence of operations used to transform vertices and rasterize the resulting image. This is similar to a single snapshot of a "frozen" OpenGL state. Vulkan pipelines are almost completely immutable, which means multiple pipelines should be created to allow different data paths to be made through the graphics pipeline. In this recipe, we will learn how to create a Vulkan pipeline that's suitable for our texture's 3D mesh rendering demo by using the programmable vertex pulling approach.
Getting ready...
To learn about the basics of Vulkan pipelines, we recommend reading Vulkan Cookbook, by Pawel Lapinski, which was published by Packt, or the Vulkan Tutorial series, by Alexander Overvoorde: https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Introduction.
For additional information on descriptor set layouts, check out https...