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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

Rendering the drawing object


Once the Render Pass instance is prepared and recorded successfully in the drawing object's command buffer, we can reuse it each time to draw the object.

Drawing an object comprises three steps. First, we will need to acquire the index to the next available swapchain image onto which the primitive will be drawn or rasterized. Second, we will need to submit the command buffer to the graphics queue to execute the recorded command on the GPU; the GPU executes these commands and paints the available swapchain drawing images with the draw commands. Finally, the drawn image is handed over to the presentation engine, whichrenders the output onto the attached display window. The following subsections will describe each of these three steps in detail.

Acquiring the swapchain image

Before executing the Render Pass instance-recorded commands, we will need to acquire a swapchain image onto which the drawings will be performed. For this, we will need to query the index of the...

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