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Fix RAY_FLAG_FORCE_NON_OPAQUE typo (#312)
* Fix RAY_FLAG_FORCE_NON_OPAQUE typo * upstream nit fixes to JP/KOR
1 parent b1affb7 commit 85f4cbe

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+24
-16
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chapters/high_level_shader_language_comparison.adoc

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@@ -757,7 +757,7 @@ ConstantBuffer<SBT> sbt;
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| gl_ObjectToWorld3x4EXT | ObjectToWorld3x4 |
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| gl_RayFlagsNoneEXT | RAY_FLAG_NONE |
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| gl_RayFlagsOpaqueEXT | RAY_FLAG_FORCE_OPAQUE |
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| gl_RayFlagsNoOpaqueEXT | AY_FLAG_FORCE_NON_OPAQUE |
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| gl_RayFlagsNoOpaqueEXT | RAY_FLAG_FORCE_NON_OPAQUE |
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| gl_RayFlagsTerminateOnFirstHitEXT | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH |
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| gl_RayFlagsSkipClosestHitShaderEXT | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER |
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| gl_RayFlagsCullBackFacingTrianglesEXT | RAY_FLAG_CULL_BACK_FACING_TRIANGLES |

lang/jp/chapters/enabling_features.adoc

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@@ -50,8 +50,10 @@ info.pEnabledFeatures = &features;
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[source,cpp]
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----
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VkPhysicalDeviceShaderDrawParametersFeatures ext_feature = {};
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ext_feature.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES;
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VkPhysicalDeviceFeatures2 physical_features2 = {};
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physical_features2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
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physical_features2.pNext = &ext_feature;
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vkGetPhysicalDeviceFeatures2(physical_device, &physical_features2);
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[source,cpp]
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----
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VkPhysicalDeviceVulkan11Features features11 = {};
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features11.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES;
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VkPhysicalDeviceFeatures2 physical_features2 = {};
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physical_features2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
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physical_features2.pNext = &features11;
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vkGetPhysicalDeviceFeatures2(physical_device, &physical_features2);

lang/jp/chapters/extensions/VK_EXT_descriptor_indexing.adoc

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@@ -14,7 +14,7 @@ link:https://htmlpreview.github.io/?https://github.com/KhronosGroup/SPIRV-Regist
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link:https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GL_EXT_nonuniform_qualifier.txt[GLSL - GL_EXT_nonuniform_qualifier]
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Montreal Developer Day の プレゼンテーション (link:https://www.youtube.com/watch?v=tXipcoeuNh4[動画] と link:https://www.khronos.org/assets/uploads/developers/library/2018-vulkan-devday/11-DescriptorUpdateTemplates.pdf[スライド])
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Montreal Developer Day の プレゼンテーション (link:https://www.youtube.com/watch?v=tXipcoeuNh4[動画] と link:https://www.khronos.org/assets/uploads/developers/library/2018-vulkan-devday/10-DescriptorIndexing.pdf[スライド])
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====
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この拡張機能は、いくつかの異なる小さな機能に分割され、実装が可能な場合は、各機能の対応を追加できるように設計されています。

lang/jp/chapters/high_level_shader_language_comparison.adoc

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@@ -254,7 +254,7 @@ layout (set = <set-index>, binding = <binding-index>) uniform <type> <name>
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[source,glsl]
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----
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// Uniform buffer
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layout (set = 0, binding = 0) uniform UBO
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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} ubo;
@@ -762,7 +762,7 @@ ConstantBuffer<SBT> sbt;
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| gl_ObjectToWorld3x4EXT | ObjectToWorld3x4 |
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| gl_RayFlagsNoneEXT | RAY_FLAG_NONE |
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| gl_RayFlagsOpaqueEXT | RAY_FLAG_FORCE_OPAQUE |
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| gl_RayFlagsNoOpaqueEXT | AY_FLAG_FORCE_NON_OPAQUE |
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| gl_RayFlagsNoOpaqueEXT | RAY_FLAG_FORCE_NON_OPAQUE |
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| gl_RayFlagsTerminateOnFirstHitEXT | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH |
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| gl_RayFlagsSkipClosestHitShaderEXT | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER |
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| gl_RayFlagsCullBackFacingTrianglesEXT | RAY_FLAG_CULL_BACK_FACING_TRIANGLES |
@@ -995,20 +995,20 @@ GroupMemoryBarrierWithGroupSync();
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| imageAtomicExchange | InterlockedExchange |
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| nonuniformEXT | NonUniformResourceIndex |
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| gl_BaryCoordEXT | SV_Barycentrics |
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| gl_BaryCoordNoPerspEXT | SV_Barycentrics with noperspective |
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| gl_BaryCoordNoPerspEXT | SV_Barycentrics with noperspective |
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|====
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== 関数
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[NOTE]
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====
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ほとんどのGLSL関数はHLSLでも利用可能で、その逆も同様です。この章では名前が異なる関数を一覧にしています。1対1で対応する関数(例:`isNan`)は記載していません。
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====
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====
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[options="header"]
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|====
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| *GLSL* | *HLSL*
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| dFdx | ddx
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| dFdx | ddx
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| dFdxCoarse | ddx_coarse
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| dFdxFine | ddx_fine
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| dFdy | ddy

lang/jp/chapters/synchronization.adoc

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[[synchronization]]
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= 同期
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同期は、Vulkan を使用する上で最も強力な部分の一つですが、同時に最も複雑な部分でもあります。アプリケーションは、さまざまな link:https://docs.vulkan.org/spec/latest/chapters/synchronization.html#synchronization-pipeline-barriersVulkan 同期プリミティブ]を使用して同期を管理する責任があります。同期の使い方を誤ると、見つけにくいバグが発生したり、GPUが不必要にアイドル状態になってパフォーマンスが低下したりします。
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同期は、Vulkan を使用する上で最も強力な部分の一つですが、同時に最も複雑な部分でもあります。アプリケーションは、さまざまな link:https://docs.vulkan.org/spec/latest/chapters/synchronization.html#synchronization-pipeline-barriers[Vulkan 同期プリミティブ]を使用して同期を管理する責任があります。同期の使い方を誤ると、見つけにくいバグが発生したり、GPUが不必要にアイドル状態になってパフォーマンスが低下したりします。
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link:https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples[同期の例]とlink:https://www.khronos.org/blog/understanding-vulkan-synchronization[Vulkan Synchronization の理解]というブログ記事が Khronos によって提供されており、同期プリミティブの使用方法が紹介されています。また、Tobias Hector 氏による過去の Vulkan に関する講演のプレゼンテーションもあります。link:https://www.khronos.org/assets/uploads/developers/library/2017-vulkan-devu-vancouver/009%20-%20Synchronization%20-%20Keeping%20Your%20Device%20Fed.pdf[パート1スライド] (link:https://www.youtube.com/watch?v=YkJ4hKCPjm0[動画]) とlink:https://www.khronos.org/assets/uploads/developers/library/2018-vulkanised/06-Keeping%20Your%20Device%20Fed%20v4_Vulkanised2018.pdf[パート2スライド] (link:https://www.youtube.com/watch?v=5GDg4OxkSEc[動画])
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lang/jp/chapters/validation_overview.adoc

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@@ -52,9 +52,9 @@ Khronos Validation Layer は、以前は複数のレイヤで構成されてい
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検証レイヤは常に更新・改良されているので、ソースを入手してlink:https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/main/BUILD.md[自分でビルド]することも可能です。ビルド済みのバージョンが必要な場合は、対応プラットフォーム毎に様々なオプションが用意されています。
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* **Android** - バイナリは link:https://github.com/KhronosGroup/Vulkan-ValidationLayers/releases[GitHub] で最新のバージョンが公開されています。また、NDK には検証レイヤが組み込まれており、そのlink:https://developer.android.com/ndk/guides/graphics/validation-layer[使用方法]に関する情報も含まれています。
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* **Linux** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK] には検証レイヤが組み込まれており、link:https://vulkan.lunarg.com/doc/sdk/latest/linux/validation_layers.html[Linux] での使用方法が記載されています。
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* **MacOS** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK] には検証レイヤが組み込まれており、link:https://vulkan.lunarg.com/doc/sdk/latest/mac/validation_layers.html[MacOS] での使用方法が記載されています。
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* **Windows** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK] には検証レイヤが組み込まれており、link:https://vulkan.lunarg.com/doc/sdk/latest/windows/validation_layers.html[Windows] での使用方法が記載されています。
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* **Linux** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK] には検証レイヤが組み込まれており、link:https://vulkan.lunarg.com/doc/sdk/latest/linux/khronos_validation_layer.html[Linux] での使用方法が記載されています。
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* **MacOS** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK] には検証レイヤが組み込まれており、link:https://vulkan.lunarg.com/doc/sdk/latest/mac/khronos_validation_layer.html[MacOS] での使用方法が記載されています。
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* **Windows** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK] には検証レイヤが組み込まれており、link:https://vulkan.lunarg.com/doc/sdk/latest/windows/khronos_validation_layer.html[Windows] での使用方法が記載されています。
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== 検証のエラーメッセージを分解する
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lang/kor/chapters/enabling_features.adoc

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[source,cpp]
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VkPhysicalDeviceShaderDrawParametersFeatures ext_feature = {};
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ext_feature.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES;
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VkPhysicalDeviceFeatures2 physical_features2 = {};
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physical_features2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
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vkGetPhysicalDeviceFeatures2(physical_device, &physical_features2);
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[source,cpp]
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VkPhysicalDeviceVulkan11Features features11 = {};
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features11.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES;
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VkPhysicalDeviceFeatures2 physical_features2 = {};
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physical_features2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
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lang/kor/chapters/extensions/VK_EXT_descriptor_indexing.adoc

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Montreal Developer Day 의 프레젠테이션 (link:https://www.youtube.com/watch?v=tXipcoeuNh4[video] 및 link:https://www.khronos.org/assets/uploads/developers/library/2018-vulkan-devday/11-DescriptorUpdateTemplates.pdf[slides])
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Montreal Developer Day 의 프레젠테이션 (link:https://www.youtube.com/watch?v=tXipcoeuNh4[video] 및 link:https://www.khronos.org/assets/uploads/developers/library/2018-vulkan-devday/10-DescriptorIndexing.pdf[slides])
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이 확장 기능은 가능한 경우 구현에서 각 기능에 대한 지원을 추가할 수 있도록 몇 가지 작은 기능으로 세분화하도록 설계되었습니다.

lang/kor/chapters/synchronization.adoc

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동기화는 Vulkan을 사용할 때 가장 강력하지만 가장 복잡한 부분 중 하나입니다. 이제 애플리케이션 개발자는 다양한 link:https://docs.vulkan.org/spec/latest/chapters/synchronization.html#synchronization-pipeline-barriersVulkan 동기화 기본 요소]를 사용하여 동기화를 관리할 책임이 있습니다. 동기화를 부적절하게 사용하면 찾기 어려운 버그가 발생할 수 있을 뿐만 아니라 GPU가 불필요하게 idle 상태가 되어 성능이 저하될 수 있습니다.
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동기화는 Vulkan을 사용할 때 가장 강력하지만 가장 복잡한 부분 중 하나입니다. 이제 애플리케이션 개발자는 다양한 link:https://docs.vulkan.org/spec/latest/chapters/synchronization.html#synchronization-pipeline-barriers[Vulkan 동기화 기본 요소]를 사용하여 동기화를 관리할 책임이 있습니다. 동기화를 부적절하게 사용하면 찾기 어려운 버그가 발생할 수 있을 뿐만 아니라 GPU가 불필요하게 idle 상태가 되어 성능이 저하될 수 있습니다.
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크로노스 그룹에서 제공하는 link:https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples[예제 세트]와 link:https://www.khronos.org/blog/understanding-vulkan-synchronization[Vulkan 동기화 이해] 블로그에서 일부 동기화 프리미티브의 사용법을 확인할 수 있습니다. 지난 Vulkan talks에서 Tobias Hector의 프레젠테이션도 있습니다: link:https://www.khronos.org/assets/uploads/developers/library/2017-vulkan-devu-vancouver/009%20-%20Synchronization%20-%20Keeping%20Your%20Device%20Fed.pdf[part 1 slides] (link:https://www.youtube.com/watch?v=YkJ4hKCPjm0[video]) 및 link:https://www.khronos.org/assets/uploads/developers/library/2018-vulkanised/06-Keeping%20Your%20Device%20Fed%20v4_Vulkanised2018.pdf[part 2 slides] (link:https://www.youtube.com/watch?v=5GDg4OxkSEc[video]).
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lang/kor/chapters/validation_overview.adoc

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유효성 검사 레이어는 지속적으로 업데이트되고 있으므로 언제든지 소스를 가져와서 link:https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/main/BUILD.md[직접 빌드]할 수 있습니다. 미리 빌드된 버전을 원하는 경우, 지원되는 모든 플랫폼에 대한 다양한 옵션이 있습니다:
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* **Android** - 바이너리는 대부분 최신 버전으로 link:https://github.com/KhronosGroup/Vulkan-ValidationLayers/releases[GitHub에 릴리즈]되어 있습니다. NDK에는 유효성 검사 레이어가 빌드되어 있으며 link:https://developer.android.com/ndk/guides/graphics/validation-layer[사용 방법에 대한 정보]도 함께 제공됩니다.
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* **Linux** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK]에는 유효성 검사 레이어가 빌드되어 있으며 link:https://vulkan.lunarg.com/doc/sdk/latest/linux/validation_layers.html[Linux]에서 이를 사용하는 방법에 대한 가이드가 함께 제공됩니다.
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* **MacOS** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK]에는 유효성 검사 레이어가 빌드되어 있으며 link:https://vulkan.lunarg.com/doc/sdk/latest/mac/validation_layers.html[MacOS]에서 이를 사용하는 방법에 대한 가이드가 함께 제공됩니다.
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* **Windows** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK]에는 유효성 검사 레이어가 빌드되어 있으며 link:https://vulkan.lunarg.com/doc/sdk/latest/windows/validation_layers.html[Windows]에서 이를 사용하는 방법에 대한 가이드가 함께 제공됩니다.
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* **Linux** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK]에는 유효성 검사 레이어가 빌드되어 있으며 link:https://vulkan.lunarg.com/doc/sdk/latest/linux/khronos_validation_layer.html[Linux]에서 이를 사용하는 방법에 대한 가이드가 함께 제공됩니다.
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* **MacOS** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK]에는 유효성 검사 레이어가 빌드되어 있으며 link:https://vulkan.lunarg.com/doc/sdk/latest/mac/khronos_validation_layer.html[MacOS]에서 이를 사용하는 방법에 대한 가이드가 함께 제공됩니다.
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* **Windows** - link:https://vulkan.lunarg.com/sdk/home[Vulkan SDK]에는 유효성 검사 레이어가 빌드되어 있으며 link:https://vulkan.lunarg.com/doc/sdk/latest/windows/khronos_validation_layer.html[Windows]에서 이를 사용하는 방법에 대한 가이드가 함께 제공됩니다.
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== 유효성 검사 오류 메시지 분석
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