Vulkanprogrammingguide:TheOfficialGuidetoLearningVulkan
下一代图形API经典书籍,作者为红宝书蓝宝书橙宝书作者:Graham Sellers / John KessenichVulkanTM Programming GuideThe official guide to learning vulkanGraham sellersWith contributions from John Kessenich÷ Addison- WesleyBoston· Columbus· Indianapolis· New York· San francisco· Amsterdan· Cape TownDubai. London. Madrid. Milan. Munich Paris. Montreal Toronto Delhi mexico CitySao paulo· Sydney. Hong Kong· Seoul· Singapore· Taipei· TokyoMany of the designations used by manufacturers and sellers to distinguish their products are claimedas trademarks. Where those designations appear in this book, and the publisher was aware of atrademark claim, the designations have been printed with initial capital letters or in all capitalsThe author and publisher have taken care in the preparation of this book, but make no expressed orimplied warranty of any kind and assume no responsibility for errors or omissions. No liability isassumed for incidental or consequential damages in connection with or arising out of the use of theinformation or programs contained herein.For information about buying this title in bulk quantities, or for special sales opportunities(whichmay includc electronic versions; custom cover designs; and content particular to your busincsstraining goals, marketing focus, or branding interests ), please contact our corporate sales departmentat corpsalespearsoned com or(800)382-3419Forgovernmentsalesinquiriespleasecontactgovernmentsales(@apearsoned.comForquestionsaboutsalesoutsidetheu.s.,pleasecontactintlcs(@pearson.comVisit us on the Web informit com/awLibrary of congress Control Number: 2016948832Copyright c 2017 Pcarson Education, IncAll rights reserved. Printed in the United States of America. This publication is protected bycopyright, and permission must be obtained from the publisher prior to any prohibited reproduction,storage in a retrieval system, or transmission in any form or by any means, electronic, mechanicalphotocopying, recording, or likewise. For information regarding permissions, request forms and theappropriate contacts within the Pearson Education Global Rights Permissions Department, pleasevisitwww.pearsoned.com/permissions,Vulkan and the vulkan logo are trademarks of the Khronos Group IncISBN-13:978-0-13-446454-1ISBN-10:0-13-446454-0printed in the United States116OpenGL Seriesfrom Addison-WesleyOpenGlWebGLOpenGLOpenGL ES 3.0TomMing GuideProgramming GuldeProgram ming Guide+ Addison-WesleyVisit informit. com/opengl for a complete list of available products.he OpenGL graphics system is a software interface to graphics hardware(GL' stands for " Graphics Library".) It allows you to create interactive programsthat produce color images of moving, three-dimensional objects With OpenGL.you can control computer-graphics technology to produce realistic pictures, orones that depart from reality in imaginative waysThe OpenGL Series from Addison-Wesley Professional comprises tutorial andreference books that help programmers gain a practical understanding of OpenGlstandards, along with the insight needed to unlock OpenGL's full potentialTubeMake sure to connect with us!informit. com/socialconnectPinformit.comAaddiSon-wesleysafarieuronFor you, the reader:Graham sellersContentsFiguresTablesListingsAbout this bookAbout the sample codeErrataAcknowledgmentsAbout the author1 Overview of vulkanIntroductionInstances, Devices and QueuesThe vulkan instanceVulkan Physical devicesPhysical Device memoryDevice QueuesCreating a Logical deviceObiect Types and Function ConventionsManaging MemoryMultithreading in VulkanMathcmatical ConceptsVectors and matricesCoordinate SystemsEnhancing vulkanLayersExtensionsShutting Down CleanlySummary2 Memory and resourcesHost Memory ManagementResourcesBuffersFormats and SupportImagesResource viewsDestroying ResourcesDevice memory managementAllocating Device MemoryHost access to device memoryBinding Memory to ResourcesSparse resourcesSummary3 Queues and CommandsDevice queuesCreating Command buffersRecording CommandsRecycling command buffersSubmission of commandsSummaryMoving dataManaging resource statePipeline barriersGlobal memory barriersBuffer memory barriersImage Memory BarriersClearing and Filling buffersClearing and Filling ImagesCopying Image DataCopying Compressed Image DataStretching ImagesSummary5 PresentationPresentation extensionPresentation surfacesPresentation on microsoft WindowsPresentation on Xlib-Based platformsPresentation with XcbSwap chainsFull-Screen surfacesPerforming PresentationCleaning UpSummary6 Shaders and PipelinesAn overview of glslAn overview of spir-vRepresentation of SPIR-VHanding sPir-v to vulkanPipelinesCompute PipelinesCreating pipelinesSpecialization ConstantsAccelerating Pipeline CreationBinding pipelinesExecuting WorkResource access in shadersDescriptor setsBinding resources to Descriptor SetsBinding Descriptor SetsUniform, Texel, and Storage BuffersPush constantssalageSummary7 Graphics pipelinesThe Logical Graphics PipelineRenderpassesThe framebufferCreating a Simple graphics PipelineGraphics shader StagesⅤ ertex Input StateInput assemblyTessellation stateViewport StateRasterization stateMultisample stateDepth and stencil stateColor blend stateDynamic stateSummary8 DrawingGetting Ready to DrawVertex dataIndexed drawsIndex-Only RenderingReset IndicesInstancingIndirect drawsSummary9 Geometry ProcessingTessellationTessellation ConfigurationTessellation variablesTessellation Example: Displacement MappingGeometry ShadersCutting PrimitivesGeometry Shader InstancingProgrammable point sizeLine width and rasterizationUser Clipping and cullingThe viewport TransformationSummary10 Fragment ProccssingScissor testingDepth and stencil operationsDepth TestingStencil TestingEarly Fragment TestsMultisample renderingSample rate shadingMultisample resolvesLogIC OperationsFragment Shader OutputsColor BlendingSummary11 SynchronizationFencesEventsSemaphoresSummaryGetting data backQueriesExecuting QueriTiming queriesReading data with the Hostummary13 Multipass RenderingInput attachmentsAttachment Contentsattachment initializationRender areasPreserving Attachment ContentSecondary Command BuffersSummaryAppendix: Vulkan FunctionsGlossaryIndex
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