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)

Creating a uniform texel buffer

Uniform texel buffers allow us to read data in a way similar to reading data from images--their contents are interpreted not as an array of single (scalar) values but as formatted pixels (texel) with one, two, three, or four components. But through such buffers, we can access data that is much larger than the data provided through usual images.

We need to specify a VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT usage when we want to use a buffer as a uniform texel buffer.

How to do it...

  1. Take the handle of a physical device and store it in a variable of type VkPhysicalDevice named physical_device.
  2. Select a format in which the buffer data will be stored. Use the format to initialize a variable of type VkFormat named format.
  3. Create a variable...