In the previous chapter, we learned about Vulkan resource types; we understood what image resources (VkImage
) are and implemented them in the swapchain image. In this chapter, we will discuss the second type of Vulkan resource called buffer resources (VkBuffer
) and use them to prepare a simple geometry buffer.
This chapter will also introduce and implement a Render Pass and framebuffer. A Render Pass helps in assembling a single unit of work. It defines the attachments and subpasses associated with it that influence a single render job. A framebuffer consumes the created Render Pass and creates single-frame information for each corresponding swapchain image. Framebuffers associate a set of image views with the set of attachments described in a Render Pass.
Additionally, we will implement our first shader in Vulkan using SPIR-V, which is a binary intermediate language for shaders and kernels.
So, we will cover the...