Book Image

Learning Vulkan

By : Parminder Singh
Book Image

Learning Vulkan

By: Parminder Singh

Overview of this book

Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you’ll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan’s layer and extension features. You’ll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We’ll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you’ll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.
Table of Contents (18 chapters)
Learning Vulkan
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface

Chapter 10. Descriptors and Push Constant

In the previous chapter, we rendered our first drawing object on the display output. In this chapter, we will take the previous implementation ahead and implement some 3D transformations on the rendered geometry with the help of Uniforms. Uniforms are read-only blocks of data accessible in the shader, and their value is constant for an entire draw call.

Uniforms are managed by descriptors and descriptor pools. A descriptor helps connect the resources with the shaders. But it may be expected to change frequently; therefore, the allocation is performed through a preallocated descriptor buffer called the descriptor pool.

In this chapter, we will also implement a push constant. A push constant allows you to update the constant data in the shader using an optimized high-speed path.

We will cover the following topics:

  • Understanding the concept of descriptors

  • How to implement Uniforms in Vulkan

  • Push constant updates