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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 descriptor sets

Descriptor sets gather shader resources (descriptors) in one container object. Its contents, types, and number of resources are defined by a descriptor set layout; storage is taken from pools, from which we can allocate descriptor sets.

How to do it...

  1. Take the logical device and store its handle in a variable of type VkDevice named logical_device.
  2. Prepare a descriptor pool from which descriptor sets should be allocated. Use the pool's handle to initialize a variable of type VkDescriptorPool named descriptor_pool.
  3. Create a variable of type std::vector<VkDescriptorSetLayout> named descriptor_set_layouts. For each descriptor set that should be allocated from the pool, add a handle of a descriptor set layout that defines the structure...
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