What is Vulkan Graphics System?
Vulkan is an API (Application Programming Interface) for graphics and computing hardware. This API consists of many commands that allow the programmer to specify shader programs, compute kernels, objects, and operations to produce high-quality images, especially color images of 3D objects.
Programmer's perspective from Vulkan
For programmers, Vulkan is a collection of commands that allow kernel or shader, and external Vulkan aspect control of shader execution, using shader programs or shaders and data. In general, data refers to two-dimensional or three-dimensional geometric objects and texture images, processing of shaders and kernel control data, rasterization of geometric objects, rasterization of generated light and shadow fragments, and ultimately rendering of geometric objects to the frame buffer .
A typical Vulkan program starts by calling a system function to open a window or prepare a program to draw a display of the device. Then, call the command to open the queue and submit the command buffer to it. The command buffer contains a series of commands that will be executed by the underlying hardware. Applications can do: allocate device memory, associate memory and resources, and reference these resources from the command buffer. The draw command invokes the application's shader program, but uses the data in the resource and produces the image. In order to present the resulting image, some platform-related commands need to transfer the resulting image to the display device or window.
From the perspective of the implementer Vulkan
For implementers, Vulkan is a collection of commands that allow the command buffer to be constructed and submitted to the device. Modern equipment accelerates almost all Vulkan operations, storing data and frame buffers in high-speed memory, and executing shaders on dedicated GPUs. The implementer's task is to provide software lib on the host side, which implements the Vulkan API and maps each Vulkan command appropriately to the graphics hardware to take advantage of the capabilities of the physical device.
From our perspective Vulkan
We view Vulkan as a pipeline with a programmable stage and a state-driven fixed stage that can be invoked for drawing operations. We expect this model to produce a specification that meets the needs of programmers and Vulkan implementers. However, it does not provide a model of how to implement it. Vulkan implementations must produce results that are consistent with these specific methods, but can perform more efficient calculations than specified methods.
TO-220 Transistor Outline Package is a type of in-line package often used in high-power transistors and small and medium-sized integrated circuits.
It not only plays the role of mounting, fixing, sealing, protecting the chip and enhancing the electrothermal performance, but also connects to the pins of the package shell with wires through the contacts on the chip, and these pins pass through the wires on the printed circuit board. Connect with other devices to realize the connection between the internal chip and the external circuit.Because the chip must be isolated from the outside world to prevent impurities in the air from corroding the chip circuit and causing electrical performance degradation. On the other hand, the packaged chip is also easier to install and transport.
TO-220 package is a kind of in-line package that is often used for fast recovery diodes. TO-220AC represents a single tube with only two pins and only one chip inside.
The diodes are packaged in TO-220AC and can be used in switch mode power supplies (SMPS), power factor correction (PFC), engine drives, photovoltaic inverters, uninterruptible power supplies, wind engines, train traction systems, electric vehicles and other fields.
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