Content preview from Vulkan Cookbook
- In Chapter 1, Instances and Devices, see the following recipes:
- Getting features and properties of a physical device
- Creating a logical device
- In Chapter 5, Descriptor Sets, see the following recipes:
- Creating a uniform buffer
- Creating a descriptor set layout
- Allocating descriptor sets
- Updating descriptor sets
- Binding descriptor sets
- In Chapter 7, Shaders, see the Writing geometry shaders recipe
- In Chapter 8, Graphics and Compute Pipelines, see the following recipes:
- Creating a shader module
- Specifying pipeline shader stages
- Specifying a pipeline vertex binding description, attribute description, and input state
- Specifying a pipeline input assembly state
- Creating a pipeline layout
- Specifying graphics pipeline creation parameters ...
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