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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

Allocating and binding a memory object for a buffer

In Vulkan, buffers don't have their own memory. To be able to use buffers in our application and to store any data inside them, we need to allocate a memory object and bind it to a buffer.

How to do it...

  1. Take the handle of a physical device from which the logical device was created. Store it in a variable of type VkPhysicalDevice named physical_device.
  2. Create a variable of type VkPhysicalDeviceMemoryProperties named physical_device_memory_properties.
  3. Call vkGetPhysicalDeviceMemoryProperties( physical_device, &physical_device_memory_properties ), for which provide the handle of a physical device and a pointer to the physical_device_memory_properties variable. This call will store memory parameters (number...
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