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 shaders use to access buffer and image resources in an indirect fashion. It can be thought of as a "…
DiligentEngine的API是D3d11和D3D12风格的,vulkan也被封装成了这种风格的API. 在了解Diligent Engine是如何对vulkan进行封装之前,我准备先学习下Vulkan.知乎funchun的编程指南是中文版,英文不好,准备先看一版中文版,回头再去研习其他的内容. 1.Vulkan编程指南阅读摘要 1.1 Vulkan SDK 安装完成之后,安装目录有如下文件.在阅读编程指南的过程中,我并未采用指南中的demo code来进行研究,而是使用的SDK自带的de…
上一篇 Vulkan SDK Demo 熟悉 粗略的了解了下,一个app是如何调用vulkan的api来展示一个立方体的,但是对其中的每一个api了解并不深刻,后面的系列会根据sample的tutorial Welcome to the Vulkan Samples Tutorial , 结合官方提供的教程来深入的进行学习,Lunar在github上有一个repo,Vulkan Samples, 本章要学习的是instance. Vulkan Samples需要设置msbuild和Camke的环…
A graphics pipeline consists of shader stages, a pipeline layout, a render pass, and fixed-function pipeline stages. Dynamic State A dynamic pipeline state is a state that can be changed by a command buffer command during the execution of a command b…
操作系统:Windows8.1 显卡:Nivida GTX965M 开发工具:Visual Studio 2017 Introduction 我们现在可以将任意属性传递给每个顶点的顶点着色器使用.但是全局变量呢?我们将会从本章开始介绍3D图形相关的内容,并需要一个模型视图投影矩阵.我们确实可以将它一顶点的方式包含,但是这非常浪费带宽.内存,并且需要我们在变换的时候更新顶点缓冲区的数据.这种变换通常发生在每一帧. 在Vulkan中正确处理此问题的途径是使用资源描述符.描述符是着色器资源访问诸如缓冲…
操作系统:Windows8.1 显卡:Nivida GTX965M 开发工具:Visual Studio 2017 Introduction 描述符布局描述了前一章节讨论过的可以绑定的描述符的类型.在本章节,我们创建描述符集,它将实际指定一个VkBuffer来绑定到一个uniform buffer描述符. Descriptor pool 描述符集合不能集合创建,它们必须像命令缓冲区一样,从对象池中分配使用.对于描述符集合相当于调用描述符对象池.我们将写一个新的函数createDescriptor…
Waiting for a Swapchain Buffer Beginning the Render Pass Bind the Pipeline Bind the Descriptor Sets Bind the Vertex Buffer Set the Viewport and Scissors Rectangle Draw the Vertices Transitioning the Swapchain Image for Presenting Memory barrier appro…
The Vulkan Framebuffer Framebuffers represent a collection of memory attachments that are used by a render pass instance. Examples of these memory attachments include the color image buffers and depth buffer that we created in previous samples. A fra…
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 compiler now supports Vulkan and DX12 backend code generation.  DXC, Microsoft’s open source HLSL compi…
Create a Render Pass A render pass describes the scope of a rendering operation by specifying the collection of attachments, subpasses, and dependencies used during the rendering operation. A render pass consists of at least one subpass. The communic…