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Learning Vulkan

You're reading from   Learning Vulkan Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (18) Chapters Close

Learning Vulkan
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program FREE CHAPTER 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Chapter 10. Descriptors and Push Constant

In the previous chapter, we rendered our first drawing object on the display output. In this chapter, we will take the previous implementation ahead and implement some 3D transformations on the rendered geometry with the help of Uniforms. Uniforms are read-only blocks of data accessible in the shader, and their value is constant for an entire draw call.

Uniforms are managed by descriptors and descriptor pools. A descriptor helps connect the resources with the shaders. But it may be expected to change frequently; therefore, the allocation is performed through a preallocated descriptor buffer called the descriptor pool.

In this chapter, we will also implement a push constant. A push constant allows you to update the constant data in the shader using an optimized high-speed path.

We will cover the following topics:

  • Understanding the concept of descriptors

  • How to implement Uniforms in Vulkan

  • Push constant updates

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