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)

Waiting until all commands submitted to a queue are finished

When we want to synchronize the application with work submitted to a selected queue, we don't always have to use fences. It is possible for the application to wait until all tasks submitted to a selected queue are finished.

How to do it...

  1. Take the handle of the queue into which tasks were submitted. Store it in a variable of type VkQueue named queue.
  2. Call vkQueueWaitIdle( queue ) and provide the queue variable.
  3. We can make sure that no errors occurred by checking if the value returned by the call is equal to a VK_SUCCESS.

How it works...

The vkQueueWaitIdle...