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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
Languages
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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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Toc

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

Understanding queues and queue families


Queues are the means by which an application and a physical device communicate. The application provides the jobs in the form of a command buffer that is submitted to the queues. These are read by the physical device and processed asynchronously.

A physical device may support four types of queues, as shown in the following diagram. There could be multiple queues of the same type on a physical device; this allows the application to choose the number of queues and what type of queue it needs. For example, a simple application may require two queues: compute and graphics; here, the former is used for convolution computing and the second renders the computed blur image.

A physical device may consist of one or more queue families exposing what types of queue exist inside each queue family. Further, each queue family may have one or more queue count. The following diagram shows three queue families with their respective multiple queues:

Querying queue families...

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