Vulkan Tutorial
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English
Introduction
Overview
Development environment
Drawing a triangle
Setup
Base code
Instance
Validation layers
Physical devices and queue families
Logical device and queues
Presentation
Window surface
Swap chain
Image views
Graphics pipeline basics
Introduction
Shader modules
Fixed functions
Render passes
Conclusion
Drawing
Framebuffers
Command buffers
Rendering and presentation
Frames in flight
Swap chain recreation
Vertex buffers
Vertex input description
Vertex buffer creation
Staging buffer
Index buffer
Uniform buffers
Descriptor layout and buffer
Descriptor pool and sets
Texture mapping
Images
Image view and sampler
Combined image sampler
Depth buffering
Loading models
Generating Mipmaps
Multisampling
Compute Shader
FAQ
Privacy policy
Français
Introduction
Vue d'ensemble
Environnement de développement
Dessiner un triangle
Mise en place
Code de base
Instance
Validation layers
Physical devices et queue families
Logical device et queues
Présentation
Window surface
Swap chain
Image views
Pipeline graphique basique
Introduction
Modules shaders
Fonctions fixées
Render pass
Conclusion
Effectuer le rendu
Framebuffers
Command buffers
Rendu et présentation
Recréation de la swap chain
Vertex buffers
Description des entrées des sommets
Création de vertex buffers
Buffer intermédiaire
Index buffer
Uniform buffers
Descriptor layout et buffer
Descriptor pool et sets
Texture mapping
Images
Vue sur image et sampler
Sampler d'image combiné
Buffer de profondeur
Charger des modèles
Générer des mipmaps
Multisampling
FAQ
Politique de confidentialité
GitHub Repository
Support the website
Vulkan Specification
LunarG Vulkan SDK
Vulkan Guide
Vulkan Hardware Database
Rust code
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Go code
Visual Studio 2019 samples
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