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 ...

Get Learning Vulkan now with O’Reilly online learning.

O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers.