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 a pipeline tessellation state

Tessellation shaders are one of the optional, additional programmable shader stages that can be enabled in a graphics pipeline. But when we want to activate them, we also need to prepare a pipeline tessellation state.

How to do it...

  1. Create a variable of type VkPipelineTessellationStateCreateInfo named tessellation_state_create_info. Use the following to initialize its members:
    • VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO value for sType
    • nullptr value for pNext
    • 0 value for flags
    • The number of control points (vertices) which form a patch for patchControlPoints

How it works...

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