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)

Clearing render pass attachments

There are situations in which we cannot rely only on implicit attachment clearings performed as initial render pass operations, and we need to clear attachments explicitly in one of the sub-passes. We can do this by calling a vkCmdClearAttachments() function.

How to do it...

  1. Take a command buffer that is in a recording state and store its handle in a variable of type VkCommandBuffer named command_buffer.
  2. Create a vector variable of type std::vector<VkClearAttachment> named attachments. For each framebuffer attachment that should be cleared inside a current sub-pass of a render pass, add an element to the vector and initialize it with the following values:
    • The attachment's aspect (color, depth, or stencil) for aspectMask...