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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 2. Your First Vulkan Pseudo Program FREE CHAPTER 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 learned about the various pipelines available in the Vulkan API. We understood the graphics and compute pipelines and implemented one of the former in our sample example. We also learned about the pipeline cache object, which is a pool of pipelines that help in achieving better performance. The pipeline cache object can be stored in binary form and can be later uploaded and reused between application runs.

The graphics pipeline comprises many pipeline state objects. In this chapter, we covered all the states in detail along with their implementation. As part of these pipeline state objects, we discussed the dynamics state, vertex input state, input assembly state, rasterization, blending, viewport management, depth and stencil test, and multisampling state.

Finally, we used the pipeline cache object and pipeline state objects to build a graphics pipeline object.

In the next chapter, we will make use of the created graphics pipeline object and render our first Vulkan...

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