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 11. Drawing Textures

In the previous chapter, we learned how to update the resource contents and read them at the shader stage using descriptors. We also covered push constant, which is an optimized way of updating the constant data at the shader stage using command buffers. In addition, by making use of descriptors, we added 3D transformations to our rendering primitives and also demonstrated an example to learn push constants.

In this chapter, we will learn and implement textures; we will wrap them around the geometry surfaces to bring realism to the scene. Textures are created using the Vulkan image resource; its data can be stored in either a linear or optimal layout. We will implement these two layouts—the latter layout uses staging. In staging, two different memory regions are used for the physical allocation process. The ideal memory placement for a resource may not be visible to the host. In this case, the application must first populate the resource in a host-visible staging...