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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

Chapter 8. Pipelines and Pipeline State Management

In the previous chapter, we understood the buffer resource in Vulkan and used it to store geometry data information in the form of a vertex buffer on the physical device memory. We implemented a Render Pass and framebuffer object. Also, we learned about SPIR-V, which is a new way of specifying shaders in Vulkan. In addition, we used the SPIR-V tool library to convert GLSL shaders into the SPIR-V intermediate language at the time of compilation.

We will take this chapter one notch up from what we've learned so far—we'll understand the concept of a pipeline and pipeline state management. In this chapter, we will begin describing the types of pipeline supported by the Vulkan API. There are two types of pipeline—compute and graphics. These pipelines are created using pipeline cache objects, which will be the next topic. As we approach the end of this chapter, we will implement the graphics pipeline and thoroughly understand the various types...

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