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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

Memory allocation and binding image resources


When an image resource object (VkImage) is created, it contains a logical allocation. The image has no physical association with the device memory at that point. The actual memory backing is provided separately at a later stage. The physical allocation is very type-dependent; the images can be categorized into sparse and non-sparse. The sparse resource is specified using sparse creation flags (VkImageCreateFlagBits in VkImageCreateInfo); however, if the flag is not specified, it is a non-sparse image resource. This chapter will only address non-sparse memory as a reference. For more information on sparse resource allocation, refer to the official Vulkan 1.0 specification.

The association of an image with memory is a three-step process: gathering memory allocation requirements for image allocation, allocating the physical chunk on the device memory, and binding the allocated memory to the image resource. Let's take a look at this in detail.

Gathering...

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