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 for all submitted commands to be finished

Sometimes we would like to wait until all the work submitted to all the logical devices' queues is finished. This type of wait is typically done before we close our application and we want to destroy all created or allocated resources.

How to do it...

  1. Take the handle of a created logical device and store it in a variable of type VkDevice named logical_device.
  1. Make the following call: vkDeviceWaitIdle( logical_device ), for which provide the handle of the logical device.
  2. You can check if there were no errors by comparing the returned value with a VK_SUCCESS.

How it works...

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