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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

Binding descriptor sets

When a descriptor set is ready (we have updated it with all the resources that will be accessed in shaders), we need to bind it to a command buffer during the recording operation.

How to do it...

  1. Take the handle of a command buffer that is being recorded. Store the handle in a variable of type VkCommandBuffer named command_buffer.
  2. Create a variable of type VkPipelineBindPoint named pipeline_type that will represent the type of a pipeline (graphics or compute) in which descriptor sets will be used.
  3. Take the pipeline's layout and store its handle in a variable of type VkPipelineLayout named pipeline_layout (refer to the Creating a pipeline layout recipe from Chapter 8, Graphics and Compute Pipelines).
  4. Create a variable of type std::vector...
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