How it works...
Recording command buffers is the most important operation we can do in Vulkan. This is the only way to tell the hardware what it should do and how. When we start recording command buffers, their state is undefined. In general, command buffers don't inherit any state (as opposed to an OpenGL, in which the current state is maintained). So when we record operations, we also need to remember to set the state that is relevant to these operations. An example of such a state is a drawing command, which uses vertex attributes and indices. Before we record a drawing operation, we need to bind appropriate buffers with vertex data and a buffer with vertex indices.
Primary command buffers can call (execute) commands recorded in the secondary ...
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