Book Image

Vulkan Cookbook

By : Lapinski
Book Image

Vulkan Cookbook

By: Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)

Ending a command buffer recording operation

When we don't want to record any more commands in a command buffer, we need to stop recording it.

How to do it...

  1. Take the handle of a command buffer that is in a recording state (for which a recording operation was started). Store the handle in a variable of type VkCommandBuffer named command_buffer.
  2. Call vkEndCommandBuffer( command_buffer ) and provide the command_buffer variable.
  3. Make sure the recording operation was successful by checking whether the call returned a VK_SUCCESS value.

How it works...

Commands are recorded into the command buffer between the vkBeginCommandBuffer...