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)

Allocating and binding a memory object to an image

Images, similarly to buffers, are not created with a bound memory storage. We need to implicitly create a memory object and bind it to the image. We can also use an existing memory object for this purpose.

How to do it...

  1. Take the handle of a physical device from which a logical device was created. Store it in a variable of type VkPhysicalDevice named physical_device.
  2. Create a variable of type VkPhysicalDeviceMemoryProperties named physical_device_memory_properties.
  3. Call vkGetPhysicalDeviceMemoryProperties( physical_device, &physical_device_memory_properties ), for which provide the handle of the physical device and a pointer to the physical_device_memory_properties variable. This call will store memory parameters...