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decoder_ring.md

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Vulkan Decoder Ring

This section provides a mapping between the Vulkan term for a concept and the terminology used in other APIs. It is organized in alphabetical order by Vulkan term. If you are searching for the Vulkan equivalent of a concept used in an API you know, you can find the term you know in this list and then search the Vulkan specification for the corresponding Vulkan term.

Not everything will be a perfect 1:1 match, the goal is to give a rough idea where to start looking in the spec.

Vulkan GL,GLES DirectX Metal
buffer device address GPU virtual address
buffer view, texel buffer texture buffer typed buffer SRV, typed buffer UAV texture buffer
color attachments color attachments render target color attachments or render target
command buffer part of context, display list, NV_command_list command list command buffer
command pool part of context command allocator command queue
conditional rendering conditional rendering predication
depth/stencil attachment depth Attachment and stencil Attachment depth/stencil view depth attachment and stencil attachment, depth render target and stencil render target
descriptor descriptor argument
descriptor pool descriptor heap heap
descriptor set descriptor table argument buffer
descriptor set layout binding, push descriptor root parameter argument in shader parameter list
device group implicit (E.g. SLI,CrossFire) multi-adapter device peer group
device memory heap placement heap
event split barrier
fence fence, sync ID3D12Fence::SetEventOnCompletion completed handler, -[MTLCommandBuffer waitUntilComplete]
fragment shader fragment shader pixel shader fragment shader or fragment function
fragment shader interlock GL_ARB_fragment_shader_interlock rasterizer order view (ROV) raster order group
framebuffer framebuffer object collection of resources
heap pool
image texture and renderbuffer texture texture
image layout resource state
image tiling image layout, swizzle
image view texture view render target view, depth/stencil view, shader resource view, unordered access view texture view
interface matching (in/out) varying (removed in GLSL 4.20) Matching semantics
invocation invocation thread, lane thread, lane
layer slice slice
logical device context device device
memory type automatically managed, texture storage hint, buffer storage heap type, CPU page property storage mode, CPU cache mode
multiview rendering multiview rendering view instancing vertex amplification
physical device adapter, node device
pipeline state and program or program pipeline pipeline state pipeline state
pipeline barrier, memory barrier texture barrier, memory barrier resource barrier texture barrier, memory barrier
pipeline layout root signature
queue part of context command queue command queue
semaphore fence, sync fence fence, event
shader module shader object resulting ID3DBlob from D3DCompileFromFile shader library
shading rate attachment shading rate image rasterization rate map
sparse block sparse block tile sparse tile
sparse image sparse texture reserved resource (D12), tiled resource (D11) sparse texture
storage buffer shader storage buffer raw or structured buffer UAV buffer in device address space
subgroup subgroup wave SIMD-group, quadgroup
surface HDC, GLXDrawable, EGLSurface window layer
swapchain Part of HDC, GLXDrawable, EGLSurface swapchain layer
swapchain image default framebuffer drawable texture
tessellation control shader tessellation control shader hull shader tessellation compute kernel
tessellation evaluation shader tessellation evaluation shader domain shader post-tessellation vertex shader
timeline semaphore D3D12 fence event
transform feedback transform feedback stream-out
uniform buffer uniform buffer constant buffer views (CBV) buffer in constant address space
workgroup workgroup threadgroup threadgroup