Book Image

Vulkan Cookbook

By : Lapinski
Book Image

Vulkan Cookbook

By: 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)

Destroying a shader module

Shader modules are used only for creating pipeline objects. After they are created, we can immediately destroy them, if we don't intend to use them anymore.

How to do it...

  1. Use the handle of a logical device to initialize a variable of type VkDevice named logical_device.
  2. Take the shader module's handle stored in a variable of type VkShaderModule named shader_module.
  3. Call vkDestroyShaderModule( logical_device, shader_module, nullptr ) providing the logical_device variable, the shader_module variable, and a nullptr value.
  4. Assign a VK_NULL_HANDLE value to the shader_module variable for safety reasons.

How it works...

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