Summary

In this chapter, we learned the concept of descriptor set and understood the implementation of Uniforms. We rendered a multicolor cube and added 3D transformation through uniform blocks. Uniforms are implemented using descriptor sets. We understood the role of the descriptor pool and used it to allocate the descriptor set objects.

We attached the descriptor sets to the graphics pipeline using the pipeline layouts; this allows a pipeline (graphics or compute) to access the descriptor sets. In addition, we also understood and implemented push constant updates, which is an optimized way to update the constant data using command buffers.

In the next chapter, we will play with textures. Textures are implemented in Vulkan through the image resource type. We will understand this resource type and also demonstrate how to bring these textures on the rendered geometries.

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