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Index
About This E-Book Title Page Copyright Page Dedication Page Contents Figures Tables Listings About This Book
About the Sample Code Errata
Acknowledgments About the Author Chapter 1. Overview of Vulkan
Introduction Instances, Devices, and Queues
The Vulkan Instance Vulkan Physical Devices Physical Device Memory Device Queues Creating a Logical Device
Object Types and Function Conventions Managing Memory Multithreading in Vulkan Mathematical Concepts
Vectors and Matrices Coordinate Systems
Enhancing Vulkan
Layers Extensions
Shutting Down Cleanly Summary
Chapter 2. Memory and Resources
Host Memory Management Resources
Buffers Formats and Support Images Resource Views Destroying Resources
Device Memory Management
Allocating Device Memory Host Access to Device Memory Binding Memory to Resources Sparse Resources
Summary
Chapter 3. Queues and Commands
Device Queues Creating Command Buffers Recording Commands Recycling Command Buffers Submission of Commands Summary
Chapter 4. Moving Data
Managing Resource State
Pipeline Barriers Global Memory Barriers Buffer Memory Barriers Image Memory Barriers
Clearing and Filling Buffers Clearing and Filling Images Copying Image Data Copying Compressed Image Data Stretching Images Summary
Chapter 5. Presentation
Presentation Extension Presentation Surfaces
Presentation on Microsoft Windows Presentation on Xlib-Based Platforms Presentation with Xcb
Swap Chains Full-Screen Surfaces Performing Presentation Cleaning Up Summary
Chapter 6. Shaders and Pipelines
An Overview of GLSL An Overview of SPIR-V
Representation of SPIR-V Handing SPIR-V to Vulkan
Pipelines
Compute Pipelines Creating Pipelines Specialization Constants Accelerating Pipeline Creation Binding Pipelines
Executing Work Resource Access in Shaders
Descriptor Sets Binding Resources to Descriptor Sets Binding Descriptor Sets Uniform, Texel, and Storage Buffers Push Constants Sampled Images
Summary
Chapter 7. Graphics Pipelines
The Logical Graphics Pipeline Renderpasses The Framebuffer Creating a Simple Graphics Pipeline
Graphics Shader Stages Vertex Input State Input Assembly Tessellation State Viewport State Rasterization State Multisample State Depth and Stencil State Color Blend State
Dynamic State Summary
Chapter 8. Drawing
Getting Ready to Draw Vertex Data Indexed Draws
Index-Only Rendering Reset Indices
Instancing Indirect Draws Summary
Chapter 9. Geometry Processing
Tessellation
Tessellation Configuration Tessellation Variables Tessellation Example: Displacement Mapping
Geometry Shaders
Cutting Primitives Geometry Shader Instancing
Programmable Point Size Line Width and Rasterization User Clipping and Culling The Viewport Transformation Summary
Chapter 10. Fragment Processing
Scissor Testing Depth and Stencil Operations
Depth Testing Stencil Testing Early Fragment Tests
Multisample Rendering
Sample Rate Shading Multisample Resolves
Logic Operations Fragment Shader Outputs Color Blending Summary
Chapter 11. Synchronization
Fences Events Semaphores Summary
Chapter 12. Getting Data Back
Queries
Executing Queries Timing Queries
Reading Data with the Host Summary
Chapter 13. Multipass Rendering
Input Attachments Attachment Contents
Attachment Initialization Render Areas Preserving Attachment Content
Secondary Command Buffers Summary
Appendix. Vulkan Functions Glossary Index Code Snippets
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