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Contents

  • Tutorials
    • 01 - The Rotating Triangle
      • See it live
      • The shader
      • The render
      • Self-verifying
      • Running it
      • Next
    • 02 - The Mandelbrot Set (compute)
      • The shader
      • The render (headless)
      • Self-verifying
      • See it live – an animated zoom, two ways to present it
        • Method 1 – blit
        • Method 2 – sample as a texture
      • Running it
      • Next
    • 03 - SDF raymarch (compute, no geometry)
      • The shader
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 04 - The Synthwave Cube (graphics + depth)
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 05 - Instancing: A Thousand Cubes (one draw call)
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 06 - Skybox: A Procedural Cubemap Sky
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 07 - Particles: A Compute-Driven Swarm
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 08 - Shadow Mapping: Two Passes, One Depth Image
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 09 - MSAA + Dynamic Rendering: No Render Pass, Smooth Edges
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 10 - Deferred Shading: Putting It All Together
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Next
    • 11 - HDR + Bloom: Karis Pyramid + ACES
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
    • 12 - GPU-driven: Hi-Z occlusion culling + indirect-count + bindless
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
      • Going further
    • 13 - Mesh Shaders: GPU Cluster Culling
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
    • 14 - GPU Teapot: Mesh-Shader Tessellation
      • The shaders
      • The render (headless)
      • Self-verifying
      • See it live
      • Running it
    • 15 - Hardware Ray Tracing
      • The shaders
      • The host side
      • Self-verifying
      • See it live
      • Running it
  • dasVulkan boost API
    • 1. Overview
      • 1.1. The raw layer
      • 1.2. The boost layer
      • 1.3. Ownership
      • 1.4. A worked example
    • 2. Runtime — result checking, array interop, ownership, versioning
      • 2.1. Result checking
      • 2.2. Array interop
      • 2.3. Ownership
      • 2.4. Versioning
    • 3. Handles — RAII ownership wrappers (one per Vulkan handle)
      • 3.1. Structures
    • 4. Commands — RAII creators returning owning handle wrappers
      • 4.1. Memory
      • 4.2. Buffers & images
      • 4.3. Pipelines & shaders
      • 4.4. Descriptors
      • 4.5. Render passes & framebuffers
      • 4.6. Commands & queries
      • 4.7. Synchronization
      • 4.8. Surfaces & swapchains
      • 4.9. Acceleration & advanced
    • 5. Boost — selection, builders, block brackets, conveniences
      • 5.1. Structures
      • 5.2. Device selection
      • 5.3. Instance & device
        • 5.3.1. create_device
        • 5.3.2. create_instance
      • 5.4. Shaders & pipelines
        • 5.4.1. create_compute_pipeline
        • 5.4.2. create_shader_module
      • 5.5. Mesh shaders
      • 5.6. Hardware ray tracing
        • 5.6.1. create_device_ray_tracing
        • 5.6.2. create_ray_tracing_pipeline
      • 5.7. Render passes
      • 5.8. Builders
        • 5.8.1. build_offscreen_depth
        • 5.8.2. build_offscreen_target
        • 5.8.3. create_host_buffer
      • 5.9. Memory & brackets
        • 5.9.1. record_render_pass
        • 5.9.2. record_rendering
        • 5.9.3. upload_bytes
      • 5.10. Command recording
      • 5.11. Conveniences
      • 5.12. Compute tier & device capabilities
        • 5.12.1. create_device_storage_8_16
      • 5.13. Pipeline introspection
    • 6. Window — surface, swapchain, frame sync, and the present loop
      • 6.1. Constants
      • 6.2. Structures
      • 6.3. Surfaces
      • 6.4. Swapchain
      • 6.5. Frame sync
      • 6.6. Frame loop
    • 7. External types
      • 7.1. Core enums
        • 7.1.1. vulkan::VkResult
        • 7.1.2. vulkan::VkFormat
        • 7.1.3. vulkan::VkImageLayout
        • 7.1.4. vulkan::VkPipelineBindPoint
        • 7.1.5. vulkan::VkCompareOp
      • 7.2. Core handles and aliases
        • 7.2.1. vulkan::VkPhysicalDevice
        • 7.2.2. vulkan::VkQueue
        • 7.2.3. vulkan::VkMemoryPropertyFlags
        • 7.2.4. vulkan::VkImage
        • 7.2.5. vulkan::VkAccessFlags
        • 7.2.6. vulkan::VkPipelineStageFlags
        • 7.2.7. vulkan::VkBufferUsageFlags
        • 7.2.8. vulkan::VkShaderStageFlags
        • 7.2.9. vulkan::VkImageAspectFlags
        • 7.2.10. vulkan::VkImageUsageFlags
        • 7.2.11. vulkan::VkSampleCountFlags
        • 7.2.12. vulkan::VkClearValue
        • 7.2.13. vulkan::VkRect2D
        • 7.2.14. vulkan::VkVertexInputBindingDescription
        • 7.2.15. vulkan::VkVertexInputAttributeDescription
        • 7.2.16. vulkan::VkPhysicalDeviceFeatures2
      • 7.3. vulkan_structs view structs
        • 7.3.1. vulkan_structs::*
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