//We'll load an image and upload it to a vulkan image object.
}
voidinitVulkan(){
createInstance();//The Vulkan instance is the link between application and Vulkan.
setupDebugCallback();//Setup the debug callback that interfaces with the validation layer.
...
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@@ -1756,7 +1760,7 @@ class HelloTriangleApplication {
createGraphicsPipeline();//The graphics pipeline is completely immutable - we have to build it from scratch, for performance.
createFramebuffers();//Make the framebuffers for all the images in the swap chain - and use the one that corresponds to the retrieved image at draw time.
createCommandPool();//Commands, like draw/memory transfer, are executed by command buffer objects. All the hard setup can be done in multiple threads, then!
//~ createTextureImage(); //This is where we'll load an image, then upload it to a Vulkan image object.
createTextureImage();//This is where we'll load an image, then upload it to a Vulkan image object.
createVertexBuffer();//Vertex buffers store vertex data to be read by the GPU.
createIndexBuffer();//Index buffers store indices to the vertex buffer, to reduce redundancy.
createUniformBuffer();//Uniform buffers store data accessible from the shaders.