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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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Clearing a depth-stencil image

Similarly to color images, we sometimes need to manually clear a depth-stencil image outside of a render pass.

How to do it...

  1. Take the command buffer that is in a recording state and has no render pass currently started in it. Using its handle, initialize a variable of type VkCommandBuffer named command_buffer.
  2. Take the handle of a depth-stencil image and store it in a variable of type VkImage named image.
  3. Store the value representing the layout, in which the image will have during clearing, in a variable of type VkImageLayout named image_layout.
  4. Create a variable of type std::vector<VkImageSubresourceRange> named image_subresource_ranges, which will contain a list of mipmap levels of all the image's and array layers, which...
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