1 VK_LBUTTON = 1; 2 VK_RBUTTON = 2; 3 VK_CANCEL = 3; 4 VK_MBUTTON = 4; { NOT contiguous with L & RBUTTON } 5 VK_BACK = 8; 6 VK_TAB = 9; ...
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其他好文 时间:
2014-08-05 13:56:59
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328
Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but this series is long eno...
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其他好文 时间:
2014-08-05 02:56:18
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427
Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 / Shader 5.x hardware generation: Tessella...
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其他好文 时间:
2014-08-05 02:55:48
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272
Welcome back! This post deals with the second half of pixel processing, the “join phase”. The previous phase was all about taking a small number of i....
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其他好文 时间:
2014-08-05 00:37:58
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305
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the.....
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其他好文 时间:
2014-08-05 00:35:28
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288
After the last post about texture samplers, we’re now back in the 3D frontend. We’re done with vertex shading, so now we can start actually renderi...
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其他好文 时间:
2014-08-05 00:35:18
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306
Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing the Output of the Geometry Shader stage to memory...
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其他好文 时间:
2014-08-05 00:34:38
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299
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the.....
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其他好文 时间:
2014-08-05 00:33:00
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343
Welcome back. Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the middle of the pipeline to look at what i.....
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其他好文 时间:
2014-08-05 00:25:48
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321
Welcome back. This time we’re actually gonna see triangles being rasterized – finally! But before we can rasterize triangles, we need to do triangl...
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其他好文 时间:
2014-08-05 00:25:38
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476