2020/7/1 更 修改和完善某些描述。
Vulkan版本::1.2.137/1.2.145
Vulkan文档分成两种
- 核心部分
- 核心部分+扩展部分
核心部分是必定要翻译的,对于扩展部分,本人并不是所有扩展都见过,所以对于扩展部分尽可能的翻译,但是不保证扩展部分的正确性,因为本人也没真真正正的用过某些扩展功能。对于本人敲不准的东西我会做出红色标注,以待以后解决填补。对于其中比较晦涩难懂的部分,我一般会必要的地方或在【注】中附加解释(请注意源官方文档也有【注】,我会写在官方注的下面)。
但是已下扩展部分我必定会囊括到核心部分
- Window System Integration(WSI)::窗口系统集
- Ray Tracing::光线追踪
- Debug::调试
不会翻译第一章,因为第一章是开场白没什么东西,会从第二章Fundamentals(基本概念)开始翻译。
已下是核心部分和扩展部分对照目录,红色标记为扩展内容,反之为核心内容。(请注意,如果您阅读的文档为[核心部分+扩展部分]的话,某些核心章节内也包括扩展内容)
- 1. Introduction
- 2. Fundamentals
- 3. Initialization
- 4. Devices and Queues
- 5. Command Buffers
- 6. Synchronization and Cache Control
- 7. Render Pass
- 8. Shaders
- 8.1. Shader Modules
- 8.2. Shader Execution
- 8.3. Shader Memory Access Ordering
- 8.4. Shader Inputs and Outputs
- 8.5. Task Shaders
- 8.6. Mesh Shaders
- 8.7. Vertex Shaders
- 8.8. Tessellation Control Shaders
- 8.9. Tessellation Evaluation Shaders
- 8.10. Geometry Shaders
- 8.11. Fragment Shaders
- 8.12. Compute Shaders
- 8.13. Interpolation Decorations
- 8.14. Ray Generation Shaders
- 8.15. Intersection Shaders
- 8.16. Any-Hit Shaders
- 8.17. Closest Hit Shaders
- 8.18. Miss Shaders
- 8.19. Callable Shaders
- 8.20. Static Use
- 8.21. Scope
- 8.22. Group Operations
- 8.23. Quad Group Operations
- 8.24. Derivative Operations
- 8.25. Helper Invocations
- 8.26. Cooperative Matrices
- 8.27. Validation Cache
- 9. Pipelines
- 9.1. Compute Pipelines
- 9.2. Graphics Pipelines
- 9.3. Pipeline destruction
- 9.4. Multiple Pipeline Creation
- 9.5. Pipeline Derivatives
- 9.6. Pipeline Cache
- 9.7. Specialization Constants
- 9.8. Pipeline Libraries
- 9.9. Pipeline Binding
- 9.10. Dynamic State
- 9.11. Pipeline Shader Information
- 9.12. Pipeline Compiler Control
- 9.13. Ray Tracing Pipeline
- 9.14. Pipeline Creation Feedback
- 10. Memory Allocation
- 11. Resource Creation
- 12. Samplers
- 13. Resource Descriptors
- 14. Shader Interfaces
- 15. Image Operations
- 15.1. Image Operations Overview
- 15.2. Conversion Formulas
- 15.3. Texel Input Operations
- 15.4. Texel Output Operations
- 15.5. Normalized Texel Coordinate Operations
- 15.6. Unnormalized Texel Coordinate Operations
- 15.7. Integer Texel Coordinate Operations
- 15.8. Image Sample Operations
- 15.9. Texel Footprint Evaluation
- 15.10. Image Operation Steps
- 16. Fragment Density Map Operations
- 17. Queries
- 18. Clear Commands
- 19. Copy Commands
- 20. Drawing Commands
- 21. Fixed-Function Vertex Processing
- 22. Tessellation
- 23. Geometry Shading
- 24. Mesh Shading
- 25. Fixed-Function Vertex Post-Processing
- 26. Rasterization
- 26.1. Discarding Primitives Before Rasterization
- 26.2. Controlling the Vertex Stream Used for Rasterization
- 26.3. Rasterization Order
- 26.4. Multisampling
- 26.5. Custom Sample Locations
- 26.6. Shading Rate Image
- 26.7. Sample Shading
- 26.8. Barycentric Interpolation
- 26.9. Points
- 26.10. Line Segments
- 26.11. Polygons
- 27. Fragment Operations
- 27.1. Early Per-Fragment Tests
- 27.2. Discard Rectangles Test
- 27.3. Scissor Test
- 27.4. Exclusive Scissor Test
- 27.5. Sample Mask
- 27.6. Early Fragment Test Mode
- 27.7. Late Per-Fragment Tests
- 27.8. Mixed attachment samples
- 27.9. Multisample Coverage
- 27.10. Depth and Stencil Operations
- 27.11. Depth Bounds Test
- 27.12. Stencil Test
- 27.13. Depth Test
- 27.14. Representative Fragment Test
- 27.15. Sample Counting
- 27.16. Fragment Coverage To Color
- 27.17. Coverage Reduction
- 28. The Framebuffer
- 29. Dispatching Commands
- 30. Device-Generated Commands
- 31. Sparse Resources
- 32. Window System Integration (WSI)
- 33. Deferred Host Operations
- 34. Ray Traversal
- 35. Ray Tracing
- 36. Extending Vulkan
- 37. Features
- 38. Limits
- 39. Formats
- 40. Additional Capabilities
- 41. Debugging