Vulkan (API) (Japanese Wikipedia)

Analysis of information sources in references of the Wikipedia article "Vulkan (API)" in Japanese language version.

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4gamer.net (Global: 880th place; Japanese: 68th place)

android.com (Global: 3,145th place; Japanese: 2,389th place)

source.android.com

developer.android.com

cnet.com (Global: 272nd place; Japanese: 304th place)

japan.cnet.com

extremetech.com (Global: 4,667th place; Japanese: 9,356th place)

geeks3d.com (Global: low place; Japanese: low place)

github.com (Global: 383rd place; Japanese: 521st place)

glfw.org (Global: low place; Japanese: low place)

golem.de (Global: 3,168th place; Japanese: low place)

googleblog.com (Global: 1,272nd place; Japanese: 1,494th place)

developers-jp.googleblog.com

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impress.co.jp (Global: 648th place; Japanese: 46th place)

pc.watch.impress.co.jp

khronos.org (Global: 9,657th place; Japanese: 6,017th place)

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jp.khronos.org

lunarg.com (Global: low place; Japanese: low place)

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phoronix.com (Global: 4,683rd place; Japanese: 9,830th place)

qualcomm.com (Global: 7,092nd place; Japanese: 4,801st place)

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qualcomm.com

techcrunch.com (Global: 187th place; Japanese: 440th place)

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theregister.com (Global: 3,700th place; Japanese: 8,453rd place)

vulkan-tutorial.com (Global: low place; Japanese: low place)

vulkan.org (Global: low place; Japanese: low place)

docs.vulkan.org

  • "Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout." 以下より引用。Khronos. Vulkan Specification - Pipelines. Vulkan Documentation. 2024-08-10閲覧.
  • "Primitive Shading The first stage of the graphics pipeline (Input Assembler) ... In the next stage (Vertex Shader) ... If tessellation and/or geometry shaders are supported, they can then generate ..." 以下より引用。Khronos. Vulkan Specification - Pipelines. Vulkan Documentation. 2024-08-10閲覧.
  • "Tessellation involves three pipeline stages. First, a tessellation control shader ... Second, a fixed-function tessellator generates multiple primitives ... Third, a tessellation evaluation shader" 以下より引用。Khronos. Vulkan Specification - Tessellation. Vulkan Documentation. 2024-08-10閲覧.
  • "Fixed-Function Vertex Post-Processing ... the following fixed-function operations are applied to vertices of the resulting primitives: Transform feedback ... Viewport swizzle ... Flat shading ... Primitive clipping ... Shader output attribute clipping ... Clip space W scaling ... Perspective division on clip coordinates ... Viewport mapping ... Front face determination" 以下より引用。Khronos. Vulkan Specification - Fixed-Function Vertex Post-Processing. Vulkan Documentation. 2024-08-10閲覧.
  • "Compute pipelines consist of a single static compute shader stage and the pipeline layout." 以下より引用。Khronos. Vulkan Specification - Pipelines. Vulkan Documentation. 2024-08-10閲覧.
  • "shader code in Vulkan has to be specified in a bytecode format as opposed to human-readable syntax like GLSL and HLSL. This bytecode format is called SPIR-V" 以下より引用。Khronos. Khronos Vulkan Tutorial - Drawing a triangle - Graphics pipeline basics - Shader modules. Vulkan Documentation. 2024-08-10閲覧.

wikipedia.org (Global: low place; Japanese: low place)

de.wikipedia.org