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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

Introduction

In Vulkan, there are two very important types of resources in which data can be stored--buffers and images. Buffers represent linear arrays of data. Images, similarly to OpenGL's textures, represent one-, two-, or three-dimensional data organized in a way that is (generally) specific for a given hardware (so we don't know the internal memory structure). Buffers and images can be used for various purposes: in shaders, we can read or sample data from them, or store data in them. Images can be used as color or depth/stencil attachments (render targets), which means that we can render into them. Buffers can also store vertex attributes, indices, or parameters used during indirect drawing.

What is very important is that each of the mentioned usages must be specified during resource creation (we can provide many of them at once). We also need to inform the driver when we change the way in which...

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