These are by no means "exhaustive" for games, but they're good books for computer graphics in particular, so here's a start.
Fundamentals of Computer Graphics
Peter Shirley, Steve Marschner
Amazon Link (Third edition) | Book Website (Second Edition)

This book covers a ton of information on many areas of computer graphics. "Online" concepts (like real-time) as well as "offline" (like global illumination) are covered, as well as math, shading, the graphics pipeline, textures, data structures, light and color theory, mesh concepts, etc. It's definitely not geared specifically towards games, but rather computer graphics concepts in general. The book isn't written in any specific programming language, but rather the language of math.
Real-Time Rendering
Tomas Akenine-Moller, Eric Haines, Naty Hoffman
Amazon Link (Third Edition) | Book Website (Third Edition)

This book is geared primarily towards "online" (real-time) graphics methods. It covers the graphics pipeline and related math, shading and texturing, lighting, screen-space effects, NPR, meshes and curves, and some acceleration techniques. The chapter on intersection test methods is worth the cost of the book alone, as it's a fantastic reference for testing collisions between just about any type of bounding volume you'd ever want to use. It discusses shaders, where they fit into the pipeline, and what they can be used for (which is essential knowledge in modern graphics work) but you certainly couldn't learn shader programming in any language from this book. It's a high level overview of real-time techniques, not a programming book. Again, the language used in this book is math.
Game Engine Architecture
Jason Gregory
Amazon Link (First Edition) | Book Website (First Edition)

I would add this book to your list if you're interested in graphics specifically as they relate to games. Gregory covers large game engine systems from a 10,000 foot view, occasionally giving you code samples in C++ to illustrate his points, but mostly it's an overview of what the major engine subsystems are, how they work, how they fit together, and what things you should think about when designing/building them. 3D math and a C++ refresher (with a specific focus on game programming) is covered, as well as resource managers, simulation loops, input devices, debugging techniques, rendering and animation engines, collisions and rigid body dynamics, and gameplay systems. The only two major engine subsystems missing from this book are audio and networking, which is honest about leaving out because the book is already pushing over 800 pages. It's a great read, I'd highly recommend it.