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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Dealing with buffers in Vulkan

Buffers in Vulkan are regions of memory that store data that can be rendered on the GPU. To render a 3D scene using the Vulkan API, we must transform the scene data into a format that's suitable for the GPU. In this recipe, we will describe how to create a GPU buffer and upload vertex data into it.

Getting ready

Uploading data into GPU buffers is an operation that is executed, just like any other Vulkan operation, using command buffers. This means we need to have a command queue that's capable of performing transfer operations. We learned how to create and use command buffers earlier in this chapter, in the Using Vulkan command buffers recipe.

How to do it...

Let's create some helper functions for dealing with different buffers:

  1. First, we need the findMemoryType() function, which selects an appropriate heap type on the GPU, based on the required properties and a filter:
    uint32_t findMemoryType(  VkPhysicalDevice...
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