Vulkan Programming Guide (häftad)
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Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
480
Utgivningsdatum
2016-11-17
Upplaga
1
Förlag
Addison-Wesley Professional
Medarbetare
Kessenich, John
Dimensioner
231 x 175 x 23 mm
Vikt
681 g
Antal komponenter
1
ISBN
9780134464541
Vulkan Programming Guide (häftad)

Vulkan Programming Guide

The Official Guide to Learning Vulkan

Häftad,  Engelska, 2016-11-17
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Vulkan Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems.
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Övrig information

Graham Sellers is the API lead on the Vulkan spec. He is AMD Software Architect and Engineering Fellow, represents AMD at the OpenGL ARB. He has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. John Kessenich is the language lead on the Vulkan spec. He is Senior Compiler Architect at LunarG Inc., has been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. He created the SPIR-V intermediate language and is its specification editor. He is also the GLSL specification editor, and active in creating shader compiler tools and translators for increased portability of these standards. John is a coauthor of the "OpenGL(R) Programming Guide."

Innehållsförteckning

Figures xiii

Tables xv

Listings xvii

About This Book xxi

Acknowledgments xxvii

About the Author xxix

 

Chapter 1: Overview of Vulkan 1

Introduction 2

Instances, Devices, and Queues 3

Object Types and Function Conventions 18

Managing Memory 19

Multithreading in Vulkan 20

Mathematical Concepts 21

Enhancing Vulkan 23

Shutting Down Cleanly 31

Summary 33

 

Chapter 2: Memory and Resources 35

Host Memory Management 36

Resources 41

Device Memory Management 73

Summary 93

 

Chapter 3: Queues and Commands 95

Device Queues 96

Creating Command Buffers 97

Recording Commands 101

Recycling Command Buffers 105

Submission of Commands 107

Summary 109

 

Chapter 4: Moving Data 111

Managing Resource State 112

Clearing and Filling Buffers 123

Clearing and Filling Images 125

Copying Image Data 128

Copying Compressed Image Data 132

Stretching Images 133

Summary 135

 

Chapter 5: Presentation 137

Presentation Extension 138

Presentation Surfaces 138

Swap Chains 143

Full-Screen Surfaces 152

Performing Presentation 159

Cleaning Up 162

Summary 163

 

Chapter 6: Shaders and Pipelines 165

An Overview of GLSL 166

An Overview of SPIR-V 169

Pipelines 175

Executing Work 186

Resource Access in Shaders 188

Summary 224

 

Chapter 7: Graphics Pipelines 225

The Logical Graphics Pipeline 226

Renderpasses 230

The Framebuffer 237

Creating a Simple Graphics Pipeline 240

Dynamic State 264

Summary 266

 

Chapter 8: Drawing 267

Getting Ready to Draw 268

Vertex Data 271

Indexed Draws 272

Instancing 280

Indirect Draws 281

Summary 286

 

Chapter 9: Geometry Processing 287

Tessellation 288

Geometry Shaders 309

Programmable Point Size 319

Line Width and Rasterization 321

User Clipping and Culling 324

The Viewport Transformation 331

Summary 335

 

Chapter 10: Fragment Processing 337

Scissor Testing 338

Depth and Stencil Operations 340

Multisample Rendering 350

Logic Operations 357

Fragment Shader Outputs 358

Color Blending 362

Summary 366

 

Chapter 11: Synchronization 367

Fences 368

Events 376

Semaphores 381

Summary 384

 

Chapter 12: Getting Data Back 387

Queries 388

Reading Data with the Host 398

Summary 400

 

Chapter 13: M...