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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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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

Introduction

In Vulkan, drawing commands are organized into render passes. A render pass is a collection of subpasses that describes how image resources (color, depth/stencil, and input attachments) are used: what their layouts are and how these layouts should be transitioned between subpasses, when we render into attachments or when we read data from them, if their contents are needed after the render pass, or if their usage is limited only to the scope of a render pass.

The aforementioned data stored in render passes is just a general description, or a metadata. The actual resources involved in the rendering process are specified with framebuffers. Through them, we define which image views are used for which rendering attachments.

We need to prepare all this information in advance, before we can issue (record) rendering commands. With that knowledge, drivers can greatly optimize the drawing process, limit the...

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