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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 9. Drawing Objects

In the last two chapters, we implemented the Render Pass instance and displayed swapchain images with specified background colors. In the previous chapter, we put various pipeline states together along with Render Pass in the graphics pipeline. In this chapter, we will put all previous implementations together to build the first Hello World! program in Vulkan and display our first rendering object on the display output.

This chapter thoroughly covers the process of drawing objects in Vulkan; it comprises recording and executing the drawing object's command buffers. The recording associates the Render Pass, framebuffer, and the pipeline together with the viewport and geometry data. Command buffer execution involves submitting the command buffer in the device queue and presenting the drawn swapchain image onto the presentation engine. Toward the end of this chapter, we will discuss various synchronization primitives available in the Vulkan API.

In this chapter, we...

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