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)

Binding descriptor sets

When a descriptor set is ready (we have updated it with all the resources that will be accessed in shaders), we need to bind it to a command buffer during the recording operation.

How to do it...

  1. Take the handle of a command buffer that is being recorded. Store the handle in a variable of type VkCommandBuffer named command_buffer.
  2. Create a variable of type VkPipelineBindPoint named pipeline_type that will represent the type of a pipeline (graphics or compute) in which descriptor sets will be used.
  3. Take the pipeline's layout and store its handle in a variable of type VkPipelineLayout named pipeline_layout (refer to the Creating a pipeline layout recipe from Chapter 8, Graphics and Compute Pipelines).
  4. Create a variable of type std::vector...