Muutke küpsiste eelistusi

Vulkan Graphics API: in 20 Minutes (Coffee Break Series) [Pehme köide]

  • Formaat: Paperback / softback, 132 pages, kõrgus x laius x paksus: 203x127x7 mm, kaal: 136 g
  • Ilmumisaeg: 01-Aug-2016
  • Kirjastus: Createspace Independent Publishing Platform
  • ISBN-10: 1535124857
  • ISBN-13: 9781535124850
Teised raamatud teemal:
  • Formaat: Paperback / softback, 132 pages, kõrgus x laius x paksus: 203x127x7 mm, kaal: 136 g
  • Ilmumisaeg: 01-Aug-2016
  • Kirjastus: Createspace Independent Publishing Platform
  • ISBN-10: 1535124857
  • ISBN-13: 9781535124850
Teised raamatud teemal:
This book introducing the reader (you) to the Vulkan cross platform 3D graphics API - including simple tutorials and samples. We address questions, such as, Do we need another graphics API? What is special about Vulkan? How is Vulkan different from DirectX and OpenGL? and How do we initialize and setup a basic Vulkan program in C++?
1 Introduction 13(8)
1.1 What is Vulkan?
13(1)
1.2 What is different about Vulkan?
14(2)
1.2.1 With great power comes great...
16(1)
1.3 Should you bother learning Vulkan?
16(1)
1.4 Do any games support Vulkan yet?
17(1)
1.5 What this book is NOT
17(2)
1.6 Summary
19(1)
1.7 Test Yourself
19(2)
1.7.1 Question 1
19(1)
1.7.2 Question 2
20(1)
1.7.3 Question 3
20(1)
1.7.4 Question 4
20(1)
2 Getting Started 21(5)
2.1 Setup
21(1)
2.2 Installing Drivers
21(1)
2.3 LunarG Vulkan SDK
22(1)
2.4 Practical Roadmap
23(1)
2.5 Summary
24(2)
3 Initializing Vulkan 26(16)
3.1 Your First Vulkan Program
26(5)
3.1.1 Debugging
29(2)
3.2 Windows (Win32)
31(8)
3.2.1 WinMain
34(1)
3.2.2 Window Creation
35(1)
3.2.3 Message Processing
36(3)
3.3 Summary
39(1)
3.4 Review
39(1)
3.5 Test Yourself
39(3)
3.5.1 Question 1
39(1)
3.5.2 Question 2
40(1)
3.5.3 Question 3
40(1)
3.5.4 Question 4
40(2)
4 Surfaces 42(8)
4.1 Surfaces (Screen & Format)
42(4)
4.2 Vulkan Debug Callback
46(1)
4.3 Summary
47(1)
4.4 Test Yourself
47(3)
4.4.1 Question 1
48(1)
4.4.2 Question 2
48(1)
4.4.3 Question 3
48(2)
5 Devices Enumeration 50(6)
5.1 Flexibility of Vulkan
50(4)
5.2 Summary
54(1)
5.3 Test Yourself
54(2)
5.3.1 Question 1
54(1)
5.3.2 Question 2
55(1)
5.3.3 Question 3
55(1)
6 Device Creation 56(6)
6.1 Devices
56(4)
6.2 Summary
60(1)
6.3 Test Yourself
60(2)
6.3.1 Question 1
60(1)
6.3.2 Question 2
60(2)
7 Swap-Chains 62(8)
7.1 Buffering & Synchronization
62(3)
7.1.1 Swap-chain
63(2)
7.2 Creating Images
65(1)
7.3 Image Views
66(1)
7.4 Summary
67(1)
7.5 Test Yourself
68(2)
7.5.1 Question 1
68(1)
7.5.2 Question 2
68(1)
7.5.3 Question 3
69(1)
8 Device Queues 70(7)
8.1 Commands
70(4)
8.2 Summary
74(1)
8.3 Test Yourself
75(2)
8.3.1 Question 1
75(1)
8.3.2 Question 2
75(2)
9 Framebuffer 77(7)
9.1 Framebuffer
77(5)
9.2 Summary
82(1)
9.3 Test Yourself
83(1)
9.3.1 Question 1
83(1)
9.3.2 Question 2
83(1)
10 Displaying (Presenting) 84(6)
10.1 Presenting
84(4)
10.2 Summary
88(1)
10.3 Test Yourself
89(1)
10.3.1 Question 1
89(1)
10.3.2 Question 2
89(1)
11 Triangle Data 90(7)
11.1 Vertices & Buffers
90(5)
11.2 Summary
95(1)
11.3 Test Yourself
95(2)
11.3.1 Question 1
95(1)
11.3.2 Question 2
96(1)
12 Shaders 97(11)
12.1 Vertex & Pixel Shaders
97(9)
12.1.1 Vertex Shader
98(1)
12.1.2 Pixel (or Fragment) Shader
99(1)
12.1.3 Compiling Shader Binaries
99(1)
12.1.4 Loading Shader Binaries
100(3)
12.1.5 Shader Data/Parameters
103(3)
12.2 Summary
106(1)
12.3 Test Yourself
106(2)
12.3.1 Question 1
106(1)
12.3.2 Question 2
106(2)
13 Descriptors & Binding 108(5)
13.0.3 Descriptors & Binding
108(3)
13.1 Summary
111(1)
13.2 Test Yourself
112(1)
13.2.1 Question 1
112(1)
13.2.2 Question 2
112(1)
14 Pipeline 113
14.1 Connecting Everything
113(9)
14.1.1 RenderLoop (Revisited)
118(4)
14.2 Putting it all Together (Simple Triangle)
122(2)
14.2.1 Summary (What Next?)
123(1)
14.3 Test Yourself
124
14.3.1 Question 1
124(1)
14.3.2 Question 2
124