[译]Vulkan教程(25)描述符布局和buffer Descriptor layout and buffer 描述符布局和buffer Introduction 入门 We're now able to pass arbitrary attributes to the vertex shader for each vertex, but what about global variables? We're going to move on to 3D graphics from this c…
[译]Vulkan教程(26)描述符池和set Descriptor pool and sets 描述符池和set Introduction 入门 The descriptor layout from the previous chapter describes the type of descriptors that can be bound. In this chapter we're going to create a descriptor set for each VkBuffer re…
[译]Vulkan教程(21)顶点input描述 Vertex input description 顶点input描述 Introduction 入门 In the next few chapters, we're going to replace the hardcoded vertex data in the vertex shader with a vertex buffer in memory. We'll start with the easiest approach of creat…
[译]Vulkan教程(29)组合的Image采样器 Combined image sampler 组合的image采样器 Introduction 入门 We looked at descriptors for the first time in the uniform buffers part of the tutorial. In this chapter we will look at a new type of descriptor: combined image sampler. T…
[译]Vulkan教程(27)Image Images Introduction 入门 The geometry has been colored using per-vertex colors so far, which is a rather limited approach. In this part of the tutorial we're going to implement texture mapping to make the geometry look more interes…
[译]Vulkan教程(13)图形管道基础之Shader模块 Shader modules Unlike earlier APIs, shader code in Vulkan has to be specified in a bytecode format as opposed to human-readable syntax like GLSL and HLSL. This bytecode format is called SPIR-V and is designed to be used…
[译]Vulkan教程(33)多重采样 Multisampling 多重采样 Introduction 入门 Our program can now load multiple levels of detail for textures which fixes artifacts when rendering objects far away from the viewer. The image is now a lot smoother, however on closer inspectio…
[译]Vulkan教程(32)生成mipmap Generating Mipmaps 生成mipmap Introduction 入门 Our program can now load and render 3D models. In this chapter, we will add one more feature, mipmap generation. Mipmaps are widely used in games and rendering software, and Vulkan g…
[译]Vulkan教程(16)图形管道基础之总结 Conclusion 总结 We can now combine all of the structures and objects from the previous chapters to create the graphics pipeline! Here's the types of objects we have now, as a quick recap: Shader stages: the shader modules that…
[译]Vulkan教程(15)图形管道基础之RenderPass Render passes Setup 设置 Before we can finish creating the pipeline, we need to tell Vulkan about the framebuffer attachments that will be used while rendering. We need to specify how many color and depth buffers there…