permalink: /Notes/004-3d-rendering/vulkan/chapters/decoder_ring.html ---
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.
Note | 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 |
| completed handler, |
fragment shader | fragment shader | pixel shader | fragment shader or fragment function |
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 ( | 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 | 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 |
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 | |
task shader | amplification shader | ||
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 |
workgroup | workgroup | threadgroup | threadgroup |