Summary
Following the image resource creation process from the previous chapter, this chapter begins with another type of Vulkan resource called a buffer resource. We not only understood the concept, but also implemented the geometry vertex buffer using it and also looked into the Render Pass and framebuffer to define a unit render job in Vulkan. Finally, we closed the chapter down with the introduction of SPIR-V, which is a new way of specifying the shaders and kernels in the Vulkan. We implemented our first shader in the SPIR-V form, where we input the vertex and fragment shader into GLSL and converted them into the SPIR-V format using the Lunar-G SDK's glslangValidator.
In the next chapter, we will look at the descriptor and descriptor sets. These are the interfaces between the created resources and the shaders. We will use a descriptor to connect our created vertex buffer resource information to the SPIR-V shader implemented in this chapter.
In the next chapter we will cover the...