Vulkan (API) (Japanese Wikipedia)

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

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  • "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.

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