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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

Using Vulkan descriptor sets

A descriptor set object is an object that holds a set of descriptors. Think of each descriptor as a handle or a pointer to a resource. We can think of a descriptor set as everything that is "external" to the graphics pipeline or as a resource set. Also, the descriptor set is the only way to specify which textures and buffers can be used by the shader modules in the pipeline. The Vulkan API does not allow you to bind individual resources in shaders; they must be grouped into sets, and only a limited number of descriptor sets can be bound to a given pipeline. This design decision was mostly due to the limitations of some legacy hardware, which must be able to run Vulkan applications. In the next few chapters, we will learn how to partially overcome this constraint on modern hardware with Vulkan 1.2.

Now, let's learn how to work with descriptor sets in Vulkan.

How to do it...

Descriptor sets cannot be created directly. They must come...

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