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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 the concept of descriptors

A descriptor consists of descriptor set objects. These objects contain storage for a set of descriptors. A descriptor set connects a given resource—such as a uniform buffer, sampled image, stored image, and so on—to the shader helping it read and interpret the incoming resource data through the layout bindings defined using the descriptor set layout. For example, resources such as image textures, sampler and buffers are bound to the shader using descriptors.

Descriptors are opaque objects and define a protocol to communicate with the shaders; behind the curtain, it provides a silent mechanism to associate the resource memory with the shaders with the help of location binding.

VulkanDescriptor - a user-defined descriptor class

In this chapter, we will introduce a new user class called VulkanDescriptor and keep our descriptor-related member variable and function here. This will be helpful in keeping the descriptor code separate from the...

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