Graphics Pipeline Overview - Vulkan Game Engine Tutorial 02

In this Vulkan game engine tutorial we get an overview of what the graphics pipline is and how we can use it to render images. We then create our first vertex and fragments shaders and go over how to compile them on windows, linux and macOS. ** Timecodes ** 0:00 - How does a computer draw? 0:56 - Vulkan graphics pipeline summary 2:29 - Fixed function vs Programmable pipeline stages 3:25 - Why do we use graphics pipelines? 4:21 - Creating a vertex shader 8:02 - Creating a fragment shader 9:53 - Compiling shader code to SPIR-V 10:18 - Linux and MacOS shader compilation instructions 11:50 - MacOS glslc compiler permissions fix 12:15 - Windows shader compilation instructions 13:29 - Pipeline header 15:10 - Pipeline::readFile() Implementation 18:00 - Pipeline::createGraphicsPipeline() Implementation 19:00 - Constructing a Pipeline 20:09 - Outro ** View playlist ** - ** Tutorial Series introduction video
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