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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Creating a buffer

Buffers are the simplest resources because they represent data which can be laid out in memory only linearly, just like in typical C/C++ arrays:

Buffers can be used for various purposes. They can be used in pipelines via descriptor sets to back data stores for uniform buffers, storage buffers, or texel buffers, among others. They can be a source of data for vertex indices or attributes, or can be used as staging resources--intermediate resources for data transfer from the CPU to the GPU. For all these purposes, we just need to create a buffer and specify its usage.

How to do it...

  1. Take the handle of a created logical device stored in a variable of type VkDevice named logical_device.
  2. Create a variable of type VkDeviceSize named size, in which...
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