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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

Creating a storage texel buffer

Storage texel buffers, like uniform texel buffers, are a way to provide large amount of image-like data to shaders. But they also allow us to store data in them and perform atomic operations on them. For this purpose, we need to create a buffer with a VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT.

How to do it...

  1. Take the handle of a physical device. Store it in a variable of type VkPhysicalDevice named physical_device.
  2. Select a format for the texel buffer's data and use it to initialize a variable of type VkFormat named format.
  3. Create a variable of type VkFormatProperties named format_properties.
  4. Call vkGetPhysicalDeviceFormatProperties( physical_device, format, &format_properties ) and provide the handle of the selected physical...
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