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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Creating a 2D image and view

The most common image type that is used in many popular applications or games is typical 2D textures with four RGBA components and 32 bits per texel. To create such a resource in Vulkan, we need to create a 2D image and a proper image view.

How to do it...

  1. Take a handle of a logical device and use it to initialize a variable of type VkDevice named logical_device.
  2. Select the data format used in the image and initialize a variable of type VkFormat named format with the selected value.
  3. Choose the size of the image. Store it in a variable of type VkExtent2D named size.
  4. Choose the number of mipmap levels that should compose the image. Initialize a variable of type uint32_t named num_mipmaps with the selected number of mipmaps.
  5. Specify the...
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