Article

没有任何秘密的 API:Vulkan* 简介第 1 部分:序言

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

API without Secrets: Introduction to Vulkan* Part 4: Vertex Attributes

Learn how to add vertex attributes to a graphics pipeline, create buffers, reorganize rendering code, and more in this Vulkan* tutorial.
Authored by Pawel L. (Intel) Last updated on 06/05/2017 - 16:34
Article

没有任何秘密的 API: Vulkan* 简介第 2 部分: 交换链

This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it...
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

没有任何秘密的 API: Vulkan* 简介第 3 部分: 第一个三角形

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

没有任何秘密的 API: Vulkan* 简介第 4 部分

This tutorial presents how to add vertex attributes to a graphics pipeline and how to create vertex buffers and bind them during command buffer recording. It teaches how to create memory objects that backs buffer storage, and how map them to upload data from the CPU to the GPU. Here also dynamic pipeline states for the viewport and scissors test are introduced.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Article

使用 Vulkan 图形 API 在 Stardust 应用中渲染一团动画粒子

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different region of a vertex buffer so that each draw could be a unique piece of geometry.
Authored by Michal Z. (Intel) Last updated on 11/15/2016 - 17:18
Article

没有任何秘密的 API:Vulkan* 简介第 0 部分:前言

Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
Video

Vulkan™ API on Intel® Graphics

Real time demonstration of OpenGL vs. Vulkan™ API from Khronos™ recorded at GDC 2015. Kishonti prototype using Vulkan™ also demonstrated.

Authored by REBECCA C. (Intel) Last updated on 06/14/2017 - 08:52
Video

Watch the Vulkan™ API in Action on Intel® Graphics

Vulkan is a new, just released API for 3D graphics. It brings the low level “console like” programming to PC and mobile.

Authored by admin Last updated on 06/14/2017 - 08:49
Article

API without Secrets: Introduction to Vulkan* Part 0: Preface

Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
Authored by Pawel L. (Intel) Last updated on 11/15/2016 - 17:18
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