使用Vulkan和C++进行图形编程 Graphics Programming with Vulkan and C


 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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