Figures
Figure 1.1 Vulkan Hierarchy of Instance, Device, and Queue
Figure 2.1 Mipmap Image Layout
Figure 2.2 Memory Layout of LINEAR Tiled Images
Figure 2.3 Gamma Curves for sRGB (Top) and Simple Powers (Bottom)
Figure 2.4 Cube Map Construction
Figure 2.5 Host and Device Memory
Figure 4.1 Data Layout of Images Stored in Buffers
Figure 6.1 Descriptor Sets and Pipeline Sets
Figure 6.3 Effect of Sampling Modes
Figure 7.1 The Full Vulkan Graphics Pipeline
Figure 7.2 Strip (Left) and Fan (Right) Topologies
Figure 7.3 Triangles with Adjacency Topology
Figure 7.4 Triangle Strip with Adjacency Topology
Figure 8.2 The Effect of Primitive Restart on Triangle Strips
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