Book Image

Vulkan Cookbook

By : Pawel Lapinski
Book Image

Vulkan Cookbook

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)

Creating a framebuffer

Framebuffers are used along with render passes. They specify what image resources should be used for corresponding attachments defined in a render pass. They also define the size of a renderable area. That's why when we want to record drawing operations, we not only need to create a render pass, but also a framebuffer.

How to do it...

  1. Take the handle of a render pass that should be compatible with the framebuffer and use it to initialize a variable of type VkRenderPass named render_pass.
  2. Prepare a list of image view handles that represent the images' subresources, which should be used for the render pass attachments. Store all the prepared image views in a variable of type std::vector<VkImageView> named attachments.
  3. Create...