<b>The Definitive Vulkan(TM) Developer's Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics</b> The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprece
Vulkan Programming Guide: The Official Guide to Learning Vulkan
โ Scribed by Kessenich, John;Sellers
- Publisher
- Packt Publishing;Addison-Wesley
- Year
- 2016
- Tongue
- English
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Table of Contents
Figures xiii Tables xv Listings xvii About This Book xxi Acknowledgments xxvii About the Author xxix Chapter 1: Overview of Vulkan 1 Introduction 2 Instances, Devices, and Queues 3 Object Types and Function Conventions 18 Managing Memory 19 Multithreading in Vulkan 20 Mathematical Concepts 21 Enhancing Vulkan 23 Shutting Down Cleanly 31 Summary 33 Chapter 2: Memory and Resources 35 Host Memory Management 36 Resources 41 Device Memory Management 73 Summary 93 Chapter 3: Queues and Commands 95 Device Queues 96 Creating Command Buffers 97 Recording Commands 101 Recycling Command Buffers 105 Submission of Commands 107 Summary 109 Chapter 4: Moving Data 111 Managing Resource State 112 Clearing and Filling Buffers 123 Clearing and Filling Images 125 Copying Image Data 128 Copying Compressed Image Data 132 Stretching Images 133 Summary 135 Chapter 5: Presentation 137 Presentation Extension 138 Presentation Surfaces 138 Swap Chains 143 Full-Screen Surfaces 152 Performing Presentation 159 Cleaning Up 162 Summary 163 Chapter 6: Shaders and Pipelines 165 An Overview of GLSL 166 An Overview of SPIR-V 169 Pipelines 175 Executing Work 186 Resource Access in Shaders 188 Summary 224 Chapter 7: Graphics Pipelines 225 The Logical Graphics Pipeline 226 Renderpasses 230 The Framebuffer 237 Creating a Simple Graphics Pipeline 240 Dynamic State 264 Summary 266 Chapter 8: Drawing 267 Getting Ready to Draw 268 Vertex Data 271 Indexed Draws 272 Instancing 280 Indirect Draws 281 Summary 286 Chapter 9: Geometry Processing 287 Tessellation 288 Geometry Shaders 309 Programmable Point Size 319 Line Width and Rasterization 321 User Clipping and Culling 324 The Viewport Transformation 331 Summary 335 Chapter 10: Fragment Processing 337 Scissor Testing 338 Depth and Stencil Operations 340 Multisample Rendering 350 Logic Operations 357 Fragment Shader Outputs 358 Color Blending 362 Summary 366 Chapter 11: Synchronization 367 Fences 368 Events 376 Semaphores 381 Summary 384 Chapter 12: Getting Data Back 387 Queries 388 Reading Data with the Host 398 Summary 400 Chapter 13: Multipass Rendering 401 Input Attachments 402 Attachment Contents 408 Secondary Command Buffers 420 Summary 423 Appendix: Vulkan Functions 425 Glossary 429 Index 443
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