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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 a graphics pipeline

A graphics pipeline is the object that allows us to draw anything on screen. It controls how the graphics hardware performs all the drawing-related operations, which transform vertices provided by the application into fragments appearing on screen. Through it we specify shader programs used during drawing, the state and parameters of tests such as depth and stencil, or how the final color is calculated and written to any of the subpass attachments. It is one of the most important objects used by our application. Before we can draw anything, we need to create a graphics pipeline. If we want, we can create multiple pipelines at once.

How to do it...

  1. Take the handle of a logical device and store it in a variable of type VkDevice named logical_device...
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