从OpenGL ES如何迁移到Vulkan.pdf

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Public Imagination Technologies Vulkan Migrating from OpenGL ES Copyright © Imagination Technologies Limited. All Rights Reserved. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind. Imagination Technologies, the Imagination logo, PowerVR, MIPS, Meta, Ensigma and Codescape are trademarks or registered trademarks of Imagination Technologies Limited. All other logos, products, trademarks and registered trademarks are the property of their respective owners. Filename : Vulkan.Migrating from OpenGL ES Version : PowerVR SDK REL_18.2@5224491a External Issue Issue Date : 23 Nov 2018 Author : Imagination Technologies Limited Vulkan 1 Revision PowerVR SDK REL_18.2@5224491a Imagination Technologies Public Contents 1. Introduction 3 2. Paradigm shift 4 2.1. Explicit control4 2.1.1. Transparent driver model 4 2.1.2. API objects/states 4 2.1.3. Synchronisation 4 2.1.4. Explicit image layout transitions 4 2.2. User-managed memory allocation5 2.3. Explicit data transfers 5 2.4. Full control over resource lifespan5 2.5. Scaling to multiple cores 5 2.6. Shader binaries5 2.7. Error handling 6 2.8. Pixel Local Storage support6 3. Pros/cons of Vulkan 7 4. When is it beneficial to switch to Vulkan? 8 4.1. Situations where Vulkan can help 8 4.2. Situations where

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