Chapter 8. Pipelines and Pipeline State Management
In the previous chapter, we understood the buffer resource in Vulkan and used it to store geometry data information in the form of a vertex buffer on the physical device memory. We implemented a Render Pass and framebuffer object. Also, we learned about SPIR-V, which is a new way of specifying shaders in Vulkan. In addition, we used the SPIR-V tool library to convert GLSL shaders into the SPIR-V intermediate language at the time of compilation.
We will take this chapter one notch up from what we've learned so far—we'll understand the concept of a pipeline and pipeline state management. In this chapter, we will begin describing the types of pipeline supported by the Vulkan API. There are two types ...
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