The itty bitty and the nitty gritty keeps going at me in Vulkan. No end in sight just yet. Apart from making the mistakes of callback functions being class member functions and trying to use native GLFW code, I'm making a bit of progress.
The main big things that I've learned are that Vulkan treats GPUs (and other such objects) as physical devices. How to interact with them? Interfaces called physical devices.
What of the window interaction? There's a window surface, but don't forget the various queues for graphics, presentation, and the swap chain for images. All these require intimate and in-depth structure-based creation, with possible iteration to either find the one that can or a best one. In one case, one can look for ideal things such as geometry shader support (essential) or discrete GPU architecture (optional, but highly preferred).
As for that triangle? Welp, this is Vulkan we're talking about. We've still got views for our images on the swap chain AND creating our pipeline from the ground up. This is gonna be awhile.
No comments:
Post a Comment