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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 storage image

Storage images allow us to load (unfiltered) data from images bound to pipelines. But, what's more important, they also allow us to store data from shaders in the images. Such images must be created with a VK_IMAGE_USAGE_STORAGE_BIT usage flag specified.

How to do it...

  1. Take the handle of a physical device and store it in a variable of type VkPhysicalDevice named physical_device.
  2. Select a format that will be used for a storage image. Initialize a variable of type VkFormat named format with the selected format.
  1. Create a variable of type VkFormatProperties named format_properties.
  2. Call vkGetPhysicalDeviceFormatProperties( physical_device, format, &format_properties ) and provide the physical_device variable, the format variable...
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