Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Latest commit

History

86 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

API without Secrets: Introduction to Vulkan

by Pawel Lapinski

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial which can be found at:

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

Special thanks to Slawomir Cygan for help and for patiently answering my many, many questions!

Drivers:

Vulkan drivers and other related resources can be found at https://www.khronos.org/vulkan/

Tutorials:

Introduction to a Vulkan world

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.


Integrating Vulkan with OS

This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.


Graphics pipeline and drawing

Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.


Buffers, memory objects and fences

This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.


Copying data between buffers

In this example staging resources are presented. They are used as an intermediate resources for copying data between CPU and GPU. This way, resources involved in rendering can be bound only to a device local (very fast) memory.


Using textures in shaders

This tutorial shows what resources are needed and how they should be prepared to be able to use textures (or other shader resources) in shader programs.


Using buffers in shaders

Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.

About

Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages