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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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Preparing a single frame of animation

Usually, when we create 3D applications that render images, we would like images to be displayed on screen. For this purpose, a swapchain object is created in Vulkan. We know how to acquire images from a swapchain. We have also learned how to present them. Here, we will see how to connect image acquiring and presentation, how to record a command buffer in between, and how we should synchronize all of these operations to render a single frame of animation.

How to do it...

  1. Take the handle of a logical device and store it in a variable of type VkDevice named logical_device.
  2. Use a handle of a created swapchain to initialize a variable of type VkSwapchainKHR named swapchain.
  3. Prepare a semaphore handle in a variable of type VkSemaphore...
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