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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 descriptor set layout

Descriptor sets gather many resources (descriptors) in one object. They are later bound to a pipeline to establish an interface between our application and the shaders. But for the hardware to know what resources are grouped in a set, how many resources of each type there are, and what their order is, we need to create a descriptor set layout.

How to do it...

  1. Take the handle of a logical device and assign it to a variable of type VkDevice named logical_device.
  2. Create a vector variable with elements of type VkDescriptorSetLayoutBinding and call it bindings.
  3. For each resource you want to create and assign later to a given descriptor set, add an element to the bindings vector. Use the following values for members of each new element...
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