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Vulkan™ Programming Guide by Graham Sellers

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Chapter 8. Drawing

What You’ll Learn in This Chapter

• The details of the different drawing commands in Vulkan

• How to draw many copies of data through instancing

• How to pass drawing parameters through buffers

Drawing is the fundamental operation in Vulkan that triggers work to be performed by a graphics pipeline. Vulkan includes several drawing commands, each generating graphics work in slightly different ways. This chapter delves deep into the drawing commands supported by Vulkan. First, we reintroduce the basic drawing command first discussed in Chapter 7, “Graphics Pipelines”; then we explore indexed and instanced drawing commands. Finally, we discuss a method to retrieve the parameters for a drawing command from device memory and even ...

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