The Official Guide to Learning Vulkan
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Köp båda 2 för 948 krOpenGL SuperBible, Seventh Edition, is the definitive programmers guide, tutorial, and reference for OpenGL 4.5, the worlds leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGLs newest...
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."
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...