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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

Getting started with image resources


A Vulkan resource is simply a representation of a memory view that contains data. Vulkan primarily has two types of resource: buffers and images. In this chapter, we will only discuss the concept of an image resource; this will be used to implement the swapchain. For more information on the buffer resource type, refer to Chapter 7, Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V. In order to get an overview of this, you may want to revisit the Resource objects - managing images and buffers section in Chapter 2, Your First Vulkan Pseudo Program.

Vulkan images represent contiguous texture data in 1D/2D/3D form. These images are primarily used as either an attachment or texture:

  • Attachment: The image is attached to the pipeline for the framebuffer's color or depth attachment and can also be used as an auxiliary surface for multipass processing purposes

  • Texture: The image is used as a descriptor interface and shared at the shader stage ...

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