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)

Increasing the performance through increasing the number of separately rendered frames

Rendering a single frame of animation and submitting it to a queue is the goal of 3D graphics applications, such as games and benchmarks. But a single frame isn't enough. We want to render and display multiple frames or we won't achieve the effect of animation.

Unfortunately, we can't re-record the same command buffer immediately after we submit it; we must wait until the queue stops processing it. But, waiting until the command buffer processing is finished is a waste of time and it hurts the performance of our application. That's why we should render multiple frames of animation independently.

Getting ready

For the purpose of this recipe, we will use variables...