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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 阅读全文
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A vertex buffer is a CPU-visible and GPU-visible buffer that contains the vertex data that describes the geometry of the object(s) you wish to render. 阅读全文
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The Vulkan Framebuffer Framebuffers represent a collection of memory attachments that are used by a render pass instance. Examples of these memory att 阅读全文
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Compiling GLSL Shaders into SPIR-V 1、SPIR-V 是vulkan的底层shader语言。GLSL可以通过相关接口转换为SPIR-V。 Creating Vulkan Shader Modules The Microsoft open source DXC com 阅读全文
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Create a Render Pass A render pass describes the scope of a rendering operation by specifying the collection of attachments, subpasses, and dependenci 阅读全文
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当我们有了一个uniform buff之后,vulkan 还不知道这个信息,需要通过descriptor进行描述。 Descriptors and Descriptor Sets A descriptor is a special opaque shader variable(隐藏变量) that 阅读全文
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深度缓冲是可选的,比如渲染一个3D的立方体的时候,就需要用到深度缓冲。Swapchain就算有多个images,此时深度缓冲区也只需要一个。vkCreateSwapchainKHR 会创建所有需要的images, 深度缓冲的image需要你手动创建和分配内存,流程如下: Create the dep 阅读全文
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Swapchain是一系列最终会展示给用户的图像的集合。 /* * Set up swapchain: * - Get supported uses for all queues * - Try to find a queue that supports both graphics and pres 阅读全文