使用Vulkan和C++进行图形编程 Graphics Programming with Vulkan and C
10 - Presentation Swap Chain
12 - Drawing the Triangle
13 - Data Buffers
11 - Graphics Pipeline
14 - Textures
8 - Error Handling Validation Errors
9 - Devices Queues
1 - Introduction
3 - CMake Configuration
7 - The Vulkan Instance
6 - Vulkan Pipeline
2 - Setup
16 - What now
15 - Advanced
4 - Coding Standards
5 - Window Creation Management
78 - Resizing the Window.mp4
77 - Rendering.vtt
79 - Shader Communication.vtt
81 - Color Blending Transparency.srt
74 - Command Pool Command Buffer.srt
76 - Creating Semaphores.vtt
80 - Shader Variables Adding Color.srt
75 - Rendering Commands.mp4
78 - Resizing the Window.srt
76 - Creating Semaphores.mp4
81 - Color Blending Transparency.mp4
74 - Command Pool Command Buffer.mp4
77 - Rendering.srt
82 - Rendering Commands Summary.vtt
73 - Framebuffers.srt
77 - Rendering.mp4
78 - Resizing the Window.vtt
82 - Rendering Commands Summary.mp4
75 - Rendering Commands.vtt
81 - Color Blending Transparency.vtt
75 - Rendering Commands.srt
76 - Creating Semaphores.srt
79 - Shader Communication.srt
73 - Framebuffers.vtt
82 - Rendering Commands Summary.srt
80 - Shader Variables Adding Color.vtt
79 - Shader Communication.mp4
80 - Shader Variables Adding Color.mp4
73 - Framebuffers.mp4
74 - Command Pool Command Buffer.vtt
58 - Presentation Swap Chain Summary.vtt
57 - Creating Image Views.vtt
54 - Choosing Swap Chain Capabilities.mp4
54 - Choosing Swap Chain Capabilities.srt
53 - Getting Swap Chain Capabilities.mp4
52 - Checking Device Extension.vtt
58 - presentation.zip
55 - Creating the Swap Chain.srt
53 - Getting Swap Chain Capabilities.srt
54 - Choosing Swap Chain Capabilities.vtt
57 - Creating Image Views.mp4
51 - Creating the Presentation Queue.vtt
57 - Creating Image Views.srt
51 - Creating the Presentation Queue.mp4
56 - Getting Swap Chain Images.srt
58 - Presentation Swap Chain Summary.srt
55 - Creating the Swap Chain.mp4
53 - Getting Swap Chain Capabilities.vtt
58 - Presentation Swap Chain Summary.mp4
56 - Getting Swap Chain Images.mp4
50 - Creating the Surface.mp4
51 - Creating the Presentation Queue.srt
52 - Checking Device Extension.mp4
50 - Creating the Surface.vtt
55 - Creating the Swap Chain.vtt
56 - Getting Swap Chain Images.vtt
50 - Creating the Surface.srt
52 - Checking Device Extension.srt
87 - Staging GPU Buffers.mp4
90 - Uniform Buffer.mp4
85 - Transient Command Buffers.vtt
88 - Index Buffer.vtt
83 - The Vertex Input Class.mp4
87 - Staging GPU Buffers.srt
83 - The Vertex Input Class.srt
86 - Abstracting Buffer Creation.srt
84 - Rendering Vertex Buffers.vtt
89 - Push Constants.mp4
88 - Index Buffer.mp4
88 - Index Buffer.srt
92 - Data Buffers Summary.srt
91 - Uniform Descriptor Set.srt
92 - Data Buffers Summary.vtt
90 - Uniform Buffer.srt
88 - indexed-buffers.zip
83 - The Vertex Input Class.vtt
92 - Data Buffers Summary.mp4
86 - Abstracting Buffer Creation.vtt
84 - Rendering Vertex Buffers.mp4
85 - Transient Command Buffers.srt
91 - Uniform Descriptor Set.mp4
92 - buffers.zip
90 - Uniform Buffer.vtt
86 - Abstracting Buffer Creation.mp4
87 - Staging GPU Buffers.vtt
89 - Push Constants.srt
84 - Rendering Vertex Buffers.srt
89 - Push Constants.vtt
91 - Uniform Descriptor Set.vtt
85 - Transient Command Buffers.mp4
61 - Basic Shader Compilation.srt
59 - What is a Vertex.srt
62 - CMake Shader Setup.srt
66 - Loading Shaders.mp4
71 - Creating the Pipeline.srt
66 - Loading Shaders.srt
64 - Visual Studio Extension for GLSL.srt
63 - Vertex Fragment Shaders.srt
59 - What is a Vertex.mp4
69 - Color Blending Layout.vtt
71 - Creating the Pipeline.mp4
67 - Viewport Scissoring.vtt
67 - Viewport Scissoring.srt
60 - What is the Graphics Pipeline.vtt
70 - Render Pass.vtt
59 - What is a Vertex.vtt
68 - Vertex Input Rasterizer.vtt
62 - CMake Shader Setup.vtt
72 - Graphics Pipeline Summary.vtt
62 - CMake Shader Setup.mp4
60 - What is the Graphics Pipeline.mp4
60 - What is the Graphics Pipeline.srt
61 - Basic Shader Compilation.vtt
70 - Render Pass.srt
64 - Visual Studio Extension for GLSL.mp4
65 - Shader Includes.mp4
72 - Graphics Pipeline Summary.srt
61 - Basic Shader Compilation.mp4
71 - Creating the Pipeline.vtt
72 - Graphics Pipeline Summary.mp4
63 - Vertex Fragment Shaders.vtt
66 - Loading Shaders.vtt
68 - Vertex Input Rasterizer.mp4
70 - Render Pass.mp4
68 - Vertex Input Rasterizer.srt
69 - Color Blending Layout.srt
63 - Vertex Fragment Shaders.mp4
64 - Visual Studio Extension for GLSL.vtt
65 - Shader Includes.srt
69 - Color Blending Layout.mp4
67 - Viewport Scissoring.mp4
65 - Shader Includes.vtt
6 - Can I Run It.srt
6 - Can I Run It.mp4
3 - FAQ.html
6 - Can I Run It.vtt
5 - Installing Vulkan SDK.srt
4 - Course Overview.srt
1 - Promo.srt
1 - Promo.vtt
4 - Course Overview.mp4
5 - Installing Vulkan SDK.vtt
2 - Welcome.mp4
2 - Welcome.vtt
4 - Course Overview.vtt
5 - Installing Vulkan SDK.mp4
1 - Promo.mp4
2 - Welcome.srt
44 - What Are Physical Devices.vtt
44 - What Are Physical Devices.mp4
49 - Devices Queues Summary.vtt
49 - devices-and-queues.zip
49 - Devices Queues Summary.mp4
48 - Getting the Graphics Queue.srt
46 - Checking for Queue Family Support.mp4
44 - What Are Physical Devices.srt
45 - Getting Physical Devices.srt
49 - Devices Queues Summary.srt
45 - Getting Physical Devices.mp4
48 - Getting the Graphics Queue.vtt
48 - Getting the Graphics Queue.mp4
46 - Checking for Queue Family Support.vtt
45 - Getting Physical Devices.vtt
47 - Creating Logical Device.vtt
46 - Checking for Queue Family Support.srt
47 - Creating Logical Device.mp4
47 - Creating Logical Device.srt
38 - Basic Validation Layers.mp4
38 - Basic Validation Layers.vtt
40 - Setting Up the Debug Messenger.vtt
43 - Validation Errors Summary.srt
39 - Adding the Spdlog Library.srt
43 - Validation Errors Summary.vtt
40 - Setting Up the Debug Messenger.srt
42 - Reorganize Code Into Regions.srt
39 - Adding the Spdlog Library.mp4
42 - Reorganize Code Into Regions.mp4
38 - Basic Validation Layers.srt
42 - Reorganize Code Into Regions.vtt
39 - Adding the Spdlog Library.vtt
43 - Validation Errors Summary.mp4
41 - Creating a Glfw Error Callback.vtt
41 - Creating a Glfw Error Callback.srt
40 - Setting Up the Debug Messenger.mp4
41 - Creating a Glfw Error Callback.mp4
93 - Passing UVs to the Shader.srt
102 - Textures Summary.mp4
102 - Textures Summary.vtt
97 - paving-stones.jpg
101 - Image View Descriptor Set.srt
93 - Passing UVs to the Shader.vtt
101 - Image View Descriptor Set.vtt
94 - Descriptor Pool for Images.srt
95 - Creating the Sampler.vtt
98 - Loading the Image to Staging.vtt
99 - Creating the Image.mp4
101 - Image View Descriptor Set.mp4
102 - Textures Summary.srt
100 - Transfering the Texture to the GPU.mp4
100 - Transfering the Texture to the GPU.srt
94 - Descriptor Pool for Images.mp4
96 - Laying Out the Texture Setup.mp4
96 - Laying Out the Texture Setup.srt
99 - Creating the Image.srt
98 - Loading the Image to Staging.srt
97 - Texture Resource.html
99 - Creating the Image.vtt
102 - textures.zip
93 - Passing UVs to the Shader.mp4
96 - Laying Out the Texture Setup.vtt
98 - Loading the Image to Staging.mp4
100 - Transfering the Texture to the GPU.vtt
95 - Creating the Sampler.srt
94 - Descriptor Pool for Images.vtt
95 - Creating the Sampler.mp4
31 - What is Vulkan.mp4
32 - Vulkan Architecture.mp4
31 - What is Vulkan.srt
32 - Vulkan Architecture.srt
31 - What is Vulkan.vtt
32 - Vulkan Architecture.vtt
35 - Refactoring Extensions Check.mp4
33 - Creating the Vulkan Instance.vtt
37 - vulkan-instance-functional.zip
34 - Checking Existing Extensions.mp4
37 - The Instance Summary.srt
36 - Functional Programming Tricks.vtt
34 - Checking Existing Extensions.vtt
37 - The Instance Summary.vtt
35 - Refactoring Extensions Check.vtt
34 - Checking Existing Extensions.srt
37 - The Instance Summary.mp4
35 - Refactoring Extensions Check.srt
33 - Creating the Vulkan Instance.mp4
36 - Functional Programming Tricks.mp4
36 - Functional Programming Tricks.srt
33 - Creating the Vulkan Instance.srt
12 - Creating Hello World.mp4
13 - CMake Dependencies Vulkan.srt
13 - CMake Dependencies Vulkan.vtt
12 - Creating Hello World.srt
12 - Creating Hello World.vtt
13 - CMake Dependencies Vulkan.mp4
12 - project-structure.zip
9 - Installing Ninja.srt
10 - Installing CMake.mp4
10 - Installing CMake.vtt
11 - Installing Git.mp4
8 - Installing Visual Studio.vtt
11 - Installing Git.vtt
8 - Installing Visual Studio.mp4
7 - Software Used.html
8 - Installing Visual Studio.srt
9 - Installing Ninja.vtt
9 - Installing Ninja.mp4
11 - Installing Git.srt
10 - Installing CMake.srt
106 - Bonus Materials.html
105 - Where to go next.html
15 - Coding Standard Microsoft GSL.vtt
15 - Coding Standard Microsoft GSL.mp4
14 - Coding Standard Numbers.vtt
17 - Coding Style Google Clang Formatting.vtt
19 - Coding Style EditorConfig.mp4
18 - Coding Style Course Overrides.mp4
14 - Coding Standard Numbers.mp4
18 - Coding Style Course Overrides.srt
20 - Styling is Important.html
14 - Coding Standard Numbers.srt
15 - Coding Standard Microsoft GSL.srt
17 - Coding Style Google Clang Formatting.srt
18 - Coding Style Course Overrides.vtt
19 - Coding Style EditorConfig.vtt
16 - Commonly Used Types.html
17 - Coding Style Google Clang Formatting.mp4
19 - Coding Style EditorConfig.srt
22 - Initializing GLFW.vtt
26 - Monitor Functions.vtt
29 - Adding Precompiled Headers Everywhere.mp4
28 - Creating the Window Class.vtt
27 - Extracting Monitor Functionallity.vtt
25 - What are Monitors.srt
23 - Using Precompiled Headers.srt
26 - Monitor Functions.mp4
22 - Initializing GLFW.mp4
28 - window-class.zip
30 - Preparing the Window for Vulkan.srt
28 - Creating the Window Class.mp4
30 - Preparing the Window for Vulkan.vtt
25 - What are Monitors.mp4
29 - Adding Precompiled Headers Everywhere.srt
30 - Preparing the Window for Vulkan.mp4
21 - What is a Window.mp4
24 - The Coordinate System 2D Vectors.vtt
24 - The Coordinate System 2D Vectors.mp4
21 - What is a Window.srt
28 - Creating the Window Class.srt
29 - Adding Precompiled Headers Everywhere.vtt
24 - The Coordinate System 2D Vectors.srt
26 - Monitor Functions.srt
23 - Using Precompiled Headers.mp4
25 - What are Monitors.vtt
22 - Initializing GLFW.srt
21 - What is a Window.vtt
27 - Extracting Monitor Functionallity.mp4
27 - Extracting Monitor Functionallity.srt
23 - Using Precompiled Headers.vtt
103 - Depth Problem.srt
104 - Enable Depth Testing.mp4
104 - Enable Depth Testing.srt
104 - Enable Depth Testing.vtt
103 - Depth Problem.mp4
103 - Depth Problem.vtt
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