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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

Understanding command pool and buffer APIs


This section will explain the different APIs that can be used to manage the command pool and command buffers. Here, we will understand the process of creating a command buffer pool that will be used for command buffer allocation. We will also look at the process of resetting and destroying APIs.

The next section of this chapter will be based on implementing these APIs in a ready-to-use wrapper class. The wrapper implementation will be highly useful in the remaining chapters of this book, where we will extensively make use of the command buffer.

Tip

As a prerequisite for the upcoming chapters, the Implementing the command pool and command buffers, Recording command buffers, and Managing memory in Vulkan sections are important.

Creating a command pool

A command pool is created using the vkCreateCommandPool() API. It accepts a VkCommandPoolCreateInfo control structure, which guides the implementation about the nature of command buffers that are going to...

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