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)

Specifying pipeline shader stages

In compute pipelines, we can use only compute shaders. But graphics pipelines may contain multiple shader stages--vertex (which is obligatory), geometry, tessellation control and evaluation, and fragment. So for the pipeline to be properly created, we need to specify what programmable shader stages will be active when a given pipeline is bound to a command buffer. And we also need to provide a source code for all the enabled shaders.

Getting ready

To simplify the recipe and lower the number of parameters needed to prepare descriptions of all enabled shader stages, a custom ShaderStageParameters type is introduced. It has the following definition:

structShaderStageParameters { 
  VkShaderStageFlagBits        ShaderStage;