[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…
索引 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z G 本部分含很多get函数,大部分用于获取当前设置的状态值,基本上不会用到 glGenBuffers 2.0 GLsizei n, GLuint * buffers 生成n个未使用的缓冲区对象名称,之后可…
[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…
使用贝塞尔曲线, // 小于四个角 圆角 -(void)setbor{ NSString *str = @" couldn't fit this all in a comment to @lomanf's answer. So I'm adding it as an answer."; //计算字符高度 [Corner layoutHeightWithLable:self.label text:str]; /* 1.使用空白 view addSubView label 2.得到类似 q…
原文:Introduction to 3D Game Programming with DirectX 12 学习笔记之 --- 第十三章:计算着色器(The Compute Shader) 代码工程地址: https://github.com/jiabaodan/Direct12BookReadingNotes GPU已经被优化为处理单个地址或者连续地址(流操作)的大量内存数据:这和CPU的随机内存访问形成鲜明对比.因为顶点和像素可以独立处理,所以GPU被架构为大量的并行运算:比如NVIDIA…
Pass { CGPROGRAM // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs. #pragma exclude_renderers gles #pragma fragment frag #include "UnityCG.cginc" sampler2D _Mai…