Chapter 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V

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 ...

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