Initial gpu and vulkan tech doc. #2

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Jeroen Bakker merged 2 commits from :gpu-vulkan into main 2023-05-09 16:25:57 +02:00
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@ -295,7 +295,7 @@ the vertex and fragment stage and link the stages into a program that can be use
the GPU. It also generates a GPUShaderInterface that handles lookup to input parameters
(attributes, uniforms, uniform buffers, textures and shader storage buffer objects).
### Geometry
## Geometry
Geometry is defined by a `GPUPrimType`, one index buffer (IBO) and one or more vertex
buffers (VBOs). The GPUPrimType defines how the index buffer should be interpreted.
@ -343,7 +343,7 @@ for (int i = 0; i < 12; i ++) {
}
```
### Batch
## Batch
Use GPUBatches to draw geometry. A GPUBatch combines the geometry with a shader
and its parameters and has functions to perform a draw call. To perform a draw
@ -359,7 +359,7 @@ This will draw on the geometry on the active frame buffer using the shader and t
> NOTE: GPUTextures can be used as render target or as input of a shader, but not inside the same drawing call.
### Immediate mode and built in shaders
## Immediate mode and built in shaders
To ease development for drawing panels/UI buttons the GPU module provides an
immediate mode. This is a wrapper on top of what is explained above, but in a