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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

Summarizing the application flow


In this section, we will summarize the flow of swapchain creation and the building of the presentation window. It consists of two parts: initialization and rendering.

Initialization

The initialization process initializes, creates, and processes the swapchain. The swapchain is not yet connected to the framebuffer render process and the primitives. Therefore, the rendered output will be a blank presentation window for now.

First, VulkanRenderer initializes the presentation window and creates a native platform-specific empty window (500 x 500). This window renders the swapchain's front buffer drawing image. Next, it initializes the swapchain to meet swapchain prerequisites. The swapchain image view layouts are created using command buffers that are allocated from the preallocated pool of command buffers.

During the initialization of the swapchain, the WSI extensions are queried and stored in the form of function pointers. The logical swapchain surface object is...

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