Brief summary of Vulkan
Instanceobject is the API entry point. It is the first object you must create before starting to use Vulkan.
PhysicalDeviceobject represents an implementation of Vulkan available on the system (eg. a graphics card, a CPU implementation, multiple graphics card working together, etc.). Physical devices can be enumerated from an instance with
Once you have chosen a physical device to use, you must a
Deviceobject from it. The
Deviceis another very important object, as it represents an open channel of communicaton with the physical device.
Images can be used to store data on memory accessible from the GPU (or Vulkan implementation). Buffers are usually used to store vertices, lights, etc. or arbitrary data, while images are used to store textures or multi-dimensional data.
In order to show something on the screen, you need a
Swapchaincontains a special
Imagethat corresponds to the content of the window or the monitor. When you present a swapchain, the content of that special image is shown on the screen.
GraphicsPipelines describe the way the GPU must perform a certain operation.
Shaders are programs that the GPU will execute as part of a pipeline.
Framebuffers describe on which attachments the implementation must draw on. They are only used for graphical operations.
In order to ask the GPU to do something, you must create a
CommandBuffercontains a list of commands that the GPU must perform. This can include copies between buffers, compute operations, or graphics operations. For the work to start, the
CommandBuffermust then be submitted to a
Queue, which is obtained when you create the