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Learning Vulkan

Learning Vulkan

By : Singh
2.8 (11)
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Learning Vulkan

Learning Vulkan

2.8 (11)
By: Singh

Overview of this book

Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you’ll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan’s layer and extension features. You’ll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We’ll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you’ll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.
Table of Contents (12 chapters)
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Copying data content between images and buffers


Copy commands are special transfer commands that transfer data contents from one memory region to another. These regions could be between buffers objects, image objects, and buffer-to-image and vice versa.

Depending upon the application need, you may need to copy data between buffers and images in various situations. There are four types of copy commands available to accomplish this job:

  • vkCmdCopyBuffer: Data contents are copied from the source buffer to the destination buffer object's device memory

  • vkCmdCopyImage: A specific portion of the source image object is copied to the destination image region

  • vkCmdCopyBufferToImage: Buffer object data contents are copied to the image objects

  • vkCmdCopyImageToBuffer: Image object data contents are copied to the buffer objects

In the optimal tiling implementation, we used vkCmdCopyBufferToImage. The following is the syntax:

void vkCmdCopyBufferToImage( 
             VkCommandBuffer           commandBuffer...

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