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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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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

Image resource - a quick recap


Images are continuous array of bytes stored in 1D, 2D, or 3D form. Unlike the buffer resource, an image is a formatted piece of information stored in the memory.

The image resource in Vulkan is represented by the VkImage object and created using the vkCreateImage API. The creation of this object does not back with the actual image contents, yet. This has to be done separately, where device memory is allocated and the image contents are stored into it. This memory is then bound to the created object.

In order to utilize the created images' objects at the shader stage, they must be converted into the image view—VkImageView. Before you convert an image into an image view, it has to be made compatible with the underlying implementation using image layouts.

The image is converted into the implementation-dependent layouts using VkImageLayout. For a given image resource, multiple image layouts can be created and used across. Different layouts might expose different performance...

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