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  • Book Overview & Buying Vulkan Cookbook
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Vulkan Cookbook

Vulkan Cookbook

By : Pawel Lapinski
2.9 (19)
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Vulkan Cookbook

Vulkan Cookbook

2.9 (19)
By: Pawel 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)
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Creating a buffer view

When we want to use a given buffer as a uniform texel buffer or as a storage texel buffer, we need to create a buffer view for it.

How to do it...

  1. Take the handle of a logical device from which a given buffer was created. Store it in a variable of type VkDevice named logical_device.
  2. Take the handle of a created buffer and store it in a variable of type VkBuffer named buffer.
  3. Choose a format for a buffer view (how the buffer's contents should be interpreted) and use it to initialize a variable of type VkFormat named format.
  4. Select the part of a buffer's memory for which a view should be created. Set the starting point of this memory (offset from the beginning of the buffer's memory) in a variable of type VkDeviceSize named memory_offset...
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Vulkan Cookbook
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