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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

Understanding compute pipelines


A compute pipeline consists of a single static compute shader stage and the pipeline layout. The compute shader stage is capable of doing massive parallel arbitrary computations. On the other hand, the pipeline layout connects the compute pipeline to the descriptor using the layout bindings. The vkCreateComputePipeline() API can be used to create a compute pipeline:

VkResult vkCreateComputePipelines( 
   VkDevice                            device, 
   VkPipelineCache                     pipelineCache, 
   uint32_t                            createInfoCount, 
   const VkComputePipelineCreateInfo*  pCreateInfos, 
   const VkAllocationCallbacks*        pAllocator, 
   VkPipeline*                         pPipelines); 

The following table describes the various fields of the vkCreateGraphicsPipelines() API:

Parameters

Description

device

This is the logical device (VkDevice) from which the compute pipeline object is going to...

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