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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

Unifying descriptor set creation routines

Before we can complete our material system implementation using the Vulkan API, we must reconsider the descriptor set creation routines in all the previous recipes. The reason we didn't implement the most generic routines right away is simple: as with all the examples, we decided to follow the "natural" evolution of the code instead of provided all the solutions at the beginning. The routines presented in this recipe complete the resource management system for this book.

Getting ready

The source code for this recipe can be found in the shared/vkFramework/VulkanResources.h and shared/vkFramework/VulkanResources.cpp files.

How to do it...

The Managing Vulkan resources recipe from this chapter introduced the VulkanResources class, which contains all our allocated Vulkan objects. The descriptor sets and descriptor pools are also allocated by the methods of this class. Here is a list of requirements for descriptor set...

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