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A graphics pipeline consists of shader stages, a pipeline layout, a render pass, and fixed-function pipeline stages. Dynamic State A dynamic pipeline state is a state that can be changed by a command buffer command during the execution of a command b…
DiligentEngine的API是D3d11和D3D12风格的,vulkan也被封装成了这种风格的API. 在了解Diligent Engine是如何对vulkan进行封装之前,我准备先学习下Vulkan.知乎funchun的编程指南是中文版,英文不好,准备先看一版中文版,回头再去研习其他的内容. 1.Vulkan编程指南阅读摘要 1.1 Vulkan SDK 安装完成之后,安装目录有如下文件.在阅读编程指南的过程中,我并未采用指南中的demo code来进行研究,而是使用的SDK自带的de…
Welcome back.     Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the middle of the pipeline to look at what is probably the most visible addition that came with D3D10: Geometry Shaders.     But first, some m…
操作系统:Windows8.1 显卡:Nivida GTX965M 开发工具:Visual Studio 2017 我们现在整合前几章节的结构体和对象创建图形管线!以下是我们现在用到的对象类型,作为一个快速回顾: Shader stages: 着色器模块定义了图形管线可编程阶段的功能 Fixed-function state: 结构体定义固定管线功能,比如输入装配.光栅化.viewport和color blending Pipeline layout: 管线布局定义uniform 和 push…
Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but this series is long enough already. We’ve been touring all the regular parts of the graphics pipeline, down to different le…
Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 / Shader 5.x hardware generation: Tessellation. This one is interesting both because it’s a fun topic, and because it marks the first time in…
1.总结:Graphics pipeline 主要分为两部分工作 把3D坐标转换成2D坐标 把2D坐标转换成真实的有颜色的像素 2.下图就是一个顶点数据经过几个步骤后转化成显示在屏幕上像素的过程(一般也叫做GLSL的流水线工作流程),蓝色图形部分是我们可以通过写shader文件参与的,目前参与比较多的主要是顶点和片段shader. 3. 对上图每个步骤进行解析 3.1 Vertex Data[]传到顶点shader程序 3.2 顶点着色程序对顶点数据进行转换,把Vertex Data中的3D坐标…
一:OpenGL ES 3.0 Graphics Pipeline  渲染管道如下图 1.Vertex Buffer/Arrays Objects的数据由应用程序传进来 2.由上图可以看到Textures在Vertex Shader处理之后再传入到Fragment Shader,所以Vertex Shader里无法访问Texture数据. 这针对OpenGL ES 3.0而言,  但像最新的DirectX.HLSL是允许在Vertex Shader里访问Textures的. 3.Primitiv…
BACKGROUND Many algorithms on a graphics processing unit (GPU) may benefit from doing a query in a hierarchical tree structure (including quad-trees, oct-trees, kd-trees, R-trees, and so forth). However, these trees can be very deep, whereby traversi…
上一篇 Vulkan SDK Demo 熟悉 粗略的了解了下,一个app是如何调用vulkan的api来展示一个立方体的,但是对其中的每一个api了解并不深刻,后面的系列会根据sample的tutorial Welcome to the Vulkan Samples Tutorial , 结合官方提供的教程来深入的进行学习,Lunar在github上有一个repo,Vulkan Samples, 本章要学习的是instance. Vulkan Samples需要设置msbuild和Camke的环…