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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program FREE CHAPTER 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Summary

In this chapter, we learned the concept of descriptor set and understood the implementation of Uniforms. We rendered a multicolor cube and added 3D transformation through uniform blocks. Uniforms are implemented using descriptor sets. We understood the role of the descriptor pool and used it to allocate the descriptor set objects.

We attached the descriptor sets to the graphics pipeline using the pipeline layouts; this allows a pipeline (graphics or compute) to access the descriptor sets. In addition, we also understood and implemented push constant updates, which is an optimized way to update the constant data using command buffers.

In the next chapter, we will play with textures. Textures are implemented in Vulkan through the image resource type. We will understand this resource type and also demonstrate how to bring these textures on the rendered geometries.

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