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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

Setting up Vulkan's debugging capabilities

Once we have created a Vulkan instance, we can start tracking all possible errors and warnings that may be produced by the validation layer. To do so, we should create a couple of callback functions and register them with the Vulkan instance. In this recipe, we will learn how to set up and use them.

How to do it...

There are two callback functions that catch the debug output from Vulkan: vulkanDebugCallback() and vulkanDebugReportCallback(). Let's get started:

  1. The first function, vulkanDebugCallback() prints all messages coming into the system console:
    static VKAPI_ATTR VkBool32 VKAPI_CALL 
    vulkanDebugCallback(  VkDebugUtilsMessageSeverityFlagBitsEXT Severity,  VkDebugUtilsMessageTypeFlagsEXT Type,  const VkDebugUtilsMessengerCallbackDataEXT*    CallbackData, void* UserData)
    {
      printf("Validation layer: %s\n",    CallbackData-...
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