Summary

Following the image resource creation process from the previous chapter, this chapter begins with another type of Vulkan resource called a buffer resource. We not only understood the concept, but also implemented the geometry vertex buffer using it and also looked into the Render Pass and framebuffer to define a unit render job in Vulkan. Finally, we closed the chapter down with the introduction of SPIR-V, which is a new way of specifying the shaders and kernels in the Vulkan. We implemented our first shader in the SPIR-V form, where we input the vertex and fragment shader into GLSL and converted them into the SPIR-V format using the Lunar-G SDK's glslangValidator.

In the next chapter, we will look at the descriptor and descriptor sets. These are the interfaces between the created resources and the shaders. We will use a descriptor to connect our created vertex buffer resource information to the SPIR-V shader implemented in this chapter.

In the next chapter we will cover the pipeline state management in Vulkan. In this we control the hardware setting by means of pipeline states (rasterizer state, blend state, and depth stencil state) and plan the input data for rendering purposes.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
18.225.95.245