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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Publisher Packt
ISBN-13 9781803248110
Length 714 pages
Edition 2nd Edition
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Authors (2):
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Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (14) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Other Books You May Enjoy
13. Index

Using Vulkan descriptor indexing

Descriptor indexing became part of the Vulkan core in version 1.2 as an optional feature, and it was made mandatory in Vulkan 1.3. This feature allows applications to place all their resources into one large descriptor set and make it available to all shaders. There’s no need to manage descriptor pools or construct per-shader descriptor sets. Everything is accessible to shaders at once. Shaders can access all resources in the system, and the only practical limit is performance. Let’s learn how to work with descriptor sets and descriptor indexing in Vulkan by exploring the LightweightVK framework.

How to do it...

Let’s examine the parts of the VulkanContext class that manage descriptors, as declared in lvk/vulkan/VulkanClasses.h. Integer variables currentMaxTextures_ and currentMaxSamplers_ define the maximum number of resources that can be stored in the descriptor set, referred to as vkDSet_. This descriptor set is allocated...

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