Contrary to buffers, images have an opaque implementation-specific memory layout. What this means
is that you can't modify an image by directly writing to its memory. There is no such thing as a
Note: In reality Vulkan also allows you to create linear images, which can be modified but are much slower and are supposed to be used only in some limited situations. Vulkano doesn't support them yet.
Therefore the only way to read or write to an image is to ask the GPU to do it. This is exactly what we are going to do by asking the GPU to fill our image with a specific color. This is called clearing an image.
use vulkano::format::ClearValue; let command_buffer = AutoCommandBufferBuilder::new(device.clone(), queue.family()).unwrap() .clear_color_image(image.clone(), ClearValue::Float([0.0, 0.0, 1.0, 1.0])).unwrap() .build().unwrap();
Note: The function is called clearing a color image, as opposed to depth and/or stencil images which we haven't covered yet.
ClearValue enum indicates
which color to fill the image with. Depending on the format of the image, we have to use the right
enum variant of
Here we pass floating-point values because the image was created with the
R8G8B8A8 part means that the four components are stored in 8 bits each, while the
suffix means "unsigned normalized". The coordinates being "normalized" means that their value in
memory (ranging between 0 and 255) is interpreted as floating point values. The in-memory value
is interpreted as the floating-point
0.0, and the in-memory value
255 is interpreted as the
With any format whose suffix is
Unorm (but also
Srgb), all the operations that are
performed on the image (with the exception of memory copies) treat the image as if it contained
floating-point values. This is the reason why we pass
[0.0, 0.0, 1.0, 1.0]. The values
in fact be stored as
255 in memory.