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Vulkan Cookbook

Vulkan Cookbook

By : Lapinski
2.9 (19)
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Vulkan Cookbook

Vulkan Cookbook

2.9 (19)
By: Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)
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Resetting a command buffer

When a command buffer was previously recorded, or if there were errors during the recording operation, the command buffer must be reset before it can be rerecorded once again. We can do this implicitly, by beginning another record operation. But, we can also do it explicitly.

How to do it...

  1. Take the handle of a command buffer allocated from a pool that was created with a VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT flag. Store the handle in a variable of type VkCommandBuffer named command_buffer.
  2. Create a variable of type VkCommandBufferResetFlags named release_resources. In the variable, store a value of VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT if you want to release memory allocated by the buffer and give it back to the pool...
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