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)

Preparing a render pass and a framebuffer with color and depth attachments

Rendering a 3D scene usually involves not only a color attachment, but also a depth attachment used for depth testing (we want further objects to be occluded by the objects closer to the camera).

In this sample recipe, we will see how to create images for color and depth data and a render pass with a single subpass that renders into color and depth attachments. We will also create a framebuffer that will use both images for the render pass attachments.

Getting ready

As in earlier recipes from this chapter, in this recipe we will use a custom structure of type SubpassParameters (refer to the Specifying subpass descriptions recipe).

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