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)

Binding a pipeline object

Before we can issue drawing commands or dispatch computational work, we need to set up all the required states for the command to be successfully performed. One of the required states is binding a pipeline object to the command buffer--a graphics pipeline if we want to draw objects on screen or a compute pipeline if we want to perform computational work.

How to do it...

  1. Take the handle of a command buffer and store it in a variable of type VkCommandBuffer named command_buffer. Make sure the command buffer is in the recording state.
  2. If a graphics pipeline needs to be bound, make sure the beginning of a render pass has already been recorded in the command_buffer. If a compute pipeline should be bound, make sure no render pass is started or...