[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(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…
[译]Vulkan教程(14)图形管道基础之固定功能 Fixed functions 固定功能 The older graphics APIs provided default state for most of the stages of the graphics pipeline. In Vulkan you have to be explicit about everything, from viewport size to color blending function. In this…
[译]Vulkan教程(12)图形管道基础之入门 Introduction 入门 Over the course of the next few chapters we'll be setting up a graphics pipeline that is configured to draw our first triangle. The graphics pipeline is the sequence of operations that take the vertices and te…
[译]Vulkan教程(04)基础代码 General structure 通用结构 In the previous chapter you've created a Vulkan project with all of the proper configuration and tested it with the sample code. In this chapter we're starting from scratch with the following code: 在之前的章节你已经…
[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(18)命令buffers Command buffers 命令buffer Commands in Vulkan, like drawing operations and memory transfers, are not executed directly using function calls. You have to record all of the operations you want to perform in command buffer objects…
[译]Vulkan教程(10)交换链 Vulkan does not have the concept of a "default framebuffer", hence it requires an infrastructure that will own the buffers we will render to before we visualize them on the screen. This infrastructure is known as the swap chai…
[译]Vulkan教程(03)开发环境 这是我翻译(https://vulkan-tutorial.com)上的Vulkan教程的第3篇. In this chapter we'll set up your environment for developing Vulkan applications and install some useful libraries. All of the tools we'll use, with the exception of the compiler,…