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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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Toc

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

Push constant updates

Push constants are specially designed to update the shader constant data using the command buffer instead of updating the resources with the write or copy descriptors.

Note

Push constants offer a high-speed optimized path to update the constant data in the pipeline.

In this section, we will quickly implement an example to demonstrate a push constant. We will learn how push constants are used with command buffers to update the resource contents in the shader. This example defines two types of resources in the fragment shader—constColor and mixerValue—within the push constant uniform block pushConstantsColorBlock. The constColor resource contains an integer value that is used as a flag to render the rotating cube in a solid color (red, green, or blue). The mixerValue resource is a floating value that mixes with the cube color.

Defining the push constant resource in the shader

The push constant resource in the shader is defined using the push_constant keyword...

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