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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

Summary


In this chapter, we rendered our first Hello World! program in Vulkan. Drawing it consists of two stages—preparation and rendering (execution). Preparation records the command buffers and the rendering executes them. The command buffers are recorded once and executed multiple times unless there is an explicit change in the pipeline state objects.

The preparation of the command buffer involves recording the Render Pass and graphics pipeline binding and drawing parameters, such as vertex buffers, viewport, scissor, and so on. Finally, the drawing API command is specified; we demonstrated both index- and nonindex-based drawing APIs using the sample application.

The recorded command buffer is executed in the rendering stage. The execution process acquires the swapchain image and submits the command buffer into the graphics queue. Painting is done on the acquired swapchain image. Once this is complete the image is sent to the presentation engine to be displayed on the output display. This...

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