Mastering Graphics Programming with Vulkan by Marco Castorina | Gabriel Sassone

Mastering Graphics Programming with Vulkan by Marco Castorina | Gabriel Sassone

Author:Marco Castorina | Gabriel Sassone
Language: eng
Format: epub
Publisher: Packt Publishing Pvt. Ltd.
Published: 2023-01-13T00:00:00+00:00


We have to populate a VkPipelineRenderingCreateInfoKHR structure with the number of attachments we are going to use and their format. We also need to specify the depth and stencil formats, if used.

Once this structure has been filled, we chain it to the VkGraphicsPipelineCreateInfo structure. When using this extension we don’t populate the VkGraphicsPipelineCreateInfo::renderPass member.

At render time, instead of calling vkCmdBeginRenderPass, we call a new API, vkCmdBeginRenderingKHR. We start by creating an array to hold our attachments details: Array<VkRenderingAttachmentInfoKHR> color_attachments_info;

color_attachments_info.init( device->allocator,

framebuffer->num_color_attachments,

framebuffer->num_color_attachments );



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