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Learning Vulkan

You're reading from  Learning Vulkan

Product type Book
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Pages 466 pages
Edition 1st Edition
Languages
Author (1):
Parminder Singh Parminder Singh
Profile icon Parminder Singh

Table of Contents (18) Chapters

Learning Vulkan
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
1. Getting Started with the NextGen 3D Graphics API 2. Your First Vulkan Pseudo Program 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Getting started with command buffers


As the name suggests, a command buffer is a buffer or collection of commands in a single unit. A command buffer records various Vulkan API commands that an application is expected to execute. Command buffers once baked can be reused again and again. They record the commands in the sequence that is specified by the application. These commands are meant for carrying out different type jobs; this includes binding vertex buffer, pipeline binding, recording Render Pass commands, setting viewport and scissor, specifying drawing commands,  controlling copy operations on image and buffer contents, and more.

There are two types of command buffers: primary and secondary command buffers:

  • Primary command buffers: These are the owners of the secondary command buffers and responsible for executing them; they are directly submitted to the queues

  • Secondary command buffers: These are executed through primary command buffers and cannot be directly submitted to queues

The...

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