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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 command pool

Command pools are objects from which command buffers acquire their memory. Memory itself is allocated implicitly and dynamically, but without it command buffers wouldn't have any storage space to hold the recorded commands. That's why, before we can allocate command buffers, we first need to create a memory pool for them.

How to do it...

  1. Create a variable of type VkDevice named logical_device and initialize it with a handle of a created logical device.
  1. Take the index of one of the queue families requested for the logical device. Store this index in a variable of type uint32_t named queue_family.
  2. Create a variable of type VkCommandPoolCreateInfo named command_pool_create_info. Use the following values for the members of this variable...
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