In this Vulkan game engine tutorial we get an overview of what the graphics pipline is and how we can use it to render images. We then create our first vertex and fragments shaders and go over how to compile them on windows, linux and macOS.
** Timecodes **
0:00 - How does a computer draw?
0:56 - Vulkan graphics pipeline summary
2:29 - Fixed function vs Programmable pipeline stages
3:25 - Why do we use graphics pipelines?
4:21 - Creating a vertex shader
8:02 - Creating a fragment shader
9:53 - Compiling shader code to SPIR-V
10:18 - Linux and MacOS shader compilation instructions
11:50 - MacOS glslc compiler permissions fix
12:15 - Windows shader compilation instructions
13:29 - Pipeline header
15:10 - Pipeline::readFile() Implementation
18:00 - Pipeline::createGraphicsPipeline() Implementation
19:00 - Constructing a Pipeline
20:09 - Outro
** View playlist **
- [ Ссылка ]
** Tutorial Series introduction video **
- [ Ссылка ]
** View all changed files **
[ Ссылка ]
** Some other resources **
My github for this series - [ Ссылка ]
Official vulkan samples - [ Ссылка ]
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