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)

Writing tessellation evaluation shaders

Tessellation evaluation is the second programmable stage in the tessellation process. It is executed when the geometry is already tessellated (subdivided) and is used to gather results of the tessellation to form the new vertices and further modify them. When the tessellation is enabled, we need to write tessellation evaluation shaders to acquire the locations of generated vertices and provide them to the consecutive pipeline stages.

How to do it...

  1. Create a text file. Select a name for the file and use a tese extension for it (for example, shader.tese).
  2. Insert #version 450 in the first line of the file.
  3. Using the in layout qualifier, define the type of formed primitives (isolines, triangles, or quads), the spacing between...