Summary

This chapter was full of image resources. We started with a basic understanding of image resource in Vulkan and learning about image objects, image layouts, and image views. Then we created image objects and allocated device memory to them. We also used WSI extensions to implement the swapchain and retrieved the swapchain images; these images were then associated with the presentation window. Finally, we created image views out of the swapchain images.

Next in this chapter, we implemented the depth buffer image. We also understood the different Vulkan image tilings and the basic difference between them. In addition to this, we also understood image layouts and their implementations using memory barriers.

In the next chapter, we will introduce the framebuffer and render pass. The framebuffer consumes the image views of a swapchain and depth image and associates them with a color and depth attachment. This information is then used by the render pass to define a unit of work. We will also learn about a buffer resource and use it to create the geometry buffer. In addition to this, we will look at SPIR-V to learn shader programming in Vulkan.

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