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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 FREE CHAPTER 2. Your First Vulkan Pseudo Program 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

Creating a depth image


The depth image surface plays an important role in 3D graphics application. It brings the perception of depth in a rendered scene using depth testing. In depth testing, each fragment's depth is stored in a special buffer called a depth image. Unlike the color image that stores the color information, the depth image stores depth information of the primitive's corresponding fragment from the camera view. The depth image's dimension is usually the same as the color image. Not a hard-and-fast rule, but in general, the depth image stores the depth information as 16-, 24-, or 32-bit float values.

Note

The creation of a depth image is different from the color image. You must have noticed that we did not use the vkCreateImage() API to obtain color image objects while retrieving swapchain images. These images were directly returned from the fpGetSwapchainImagesKHR() extension API. In this section, we will go through a step-by-step process to create the depth image.

Introduction...

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