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by Graham Sellers
Vulkan™ Programming Guide
About This E-Book
Title Page
Copyright Page
Dedication Page
Contents
Figures
Tables
Listings
About This Book
About the Sample Code
Errata
Acknowledgments
About the Author
Chapter 1. Overview of Vulkan
Introduction
Instances, Devices, and Queues
The Vulkan Instance
Vulkan Physical Devices
Physical Device Memory
Device Queues
Creating a Logical Device
Object Types and Function Conventions
Managing Memory
Multithreading in Vulkan
Mathematical Concepts
Vectors and Matrices
Coordinate Systems
Enhancing Vulkan
Layers
Extensions
Shutting Down Cleanly
Summary
Chapter 2. Memory and Resources
Host Memory Management
Resources
Buffers
Formats and Support
Images
Resource Views
Destroying Resources
Device Memory Management
Allocating Device Memory
Host Access to Device Memory
Binding Memory to Resources
Sparse Resources
Summary
Chapter 3. Queues and Commands
Device Queues
Creating Command Buffers
Recording Commands
Recycling Command Buffers
Submission of Commands
Summary
Chapter 4. Moving Data
Managing Resource State
Pipeline Barriers
Global Memory Barriers
Buffer Memory Barriers
Image Memory Barriers
Clearing and Filling Buffers
Clearing and Filling Images
Copying Image Data
Copying Compressed Image Data
Stretching Images
Summary
Chapter 5. Presentation
Presentation Extension
Presentation Surfaces
Presentation on Microsoft Windows
Presentation on Xlib-Based Platforms
Presentation with Xcb
Swap Chains
Full-Screen Surfaces
Performing Presentation
Cleaning Up
Summary
Chapter 6. Shaders and Pipelines
An Overview of GLSL
An Overview of SPIR-V
Representation of SPIR-V
Handing SPIR-V to Vulkan
Pipelines
Compute Pipelines
Creating Pipelines
Specialization Constants
Accelerating Pipeline Creation
Binding Pipelines
Executing Work
Resource Access in Shaders
Descriptor Sets
Binding Resources to Descriptor Sets
Binding Descriptor Sets
Uniform, Texel, and Storage Buffers
Push Constants
Sampled Images
Summary
Chapter 7. Graphics Pipelines
The Logical Graphics Pipeline
Renderpasses
The Framebuffer
Creating a Simple Graphics Pipeline
Graphics Shader Stages
Vertex Input State
Input Assembly
Tessellation State
Viewport State
Rasterization State
Multisample State
Depth and Stencil State
Color Blend State
Dynamic State
Summary
Chapter 8. Drawing
Getting Ready to Draw
Vertex Data
Indexed Draws
Index-Only Rendering
Reset Indices
Instancing
Indirect Draws
Summary
Chapter 9. Geometry Processing
Tessellation
Tessellation Configuration
Tessellation Variables
Tessellation Example: Displacement Mapping
Geometry Shaders
Cutting Primitives
Geometry Shader Instancing
Programmable Point Size
Line Width and Rasterization
User Clipping and Culling
The Viewport Transformation
Summary
Chapter 10. Fragment Processing
Scissor Testing
Depth and Stencil Operations
Depth Testing
Stencil Testing
Early Fragment Tests
Multisample Rendering
Sample Rate Shading
Multisample Resolves
Logic Operations
Fragment Shader Outputs
Color Blending
Summary
Chapter 11. Synchronization
Fences
Events
Semaphores
Summary
Chapter 12. Getting Data Back
Queries
Executing Queries
Timing Queries
Reading Data with the Host
Summary
Chapter 13. Multipass Rendering
Input Attachments
Attachment Contents
Attachment Initialization
Render Areas
Preserving Attachment Content
Secondary Command Buffers
Summary
Appendix. Vulkan Functions
Glossary
Index
Code Snippets
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