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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

Creating an image

Images represent data that can have one, two, or three dimensions, and can have additional mipmap levels and layers. Each element of an image's data (a texel) can also have one or more samples.

Images can be used for many different purposes. We can use them as a source of data for copy operations. We can bind images to pipelines via descriptor sets and use them as textures (similarly to OpenGL). We can render into images, in which case we use images as color or depth attachments (render targets).

We specify image parameters such as size, format, and its intended usages during image creation.

How to do it...

  1. Take the handle of a logical device on which we want to create an image. Store it in a variable of type VkDevice named logical_device...
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