file
VV_Pipelines.hppVaulted Vulkan: Pipelines.
Contents
- Reference
Namespaces
Classes
- struct VV::V1::Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
- struct VV::V1::Pipeline::Cache
- Pipeline cache objects allow the result of pipeline construction to be reused between pipelines and between runs of an application.
- struct VV::V1::Pipeline::Cache::CreateInfo
- Specification
- struct VV::V1::Pipeline::ColorBlendState
- Blending combines the incoming source fragments R, G, B, and A values with the destination R, G, B, and A values of each sample stored in the framebuffer at the fragments xf,yf location. Blending is performed for each color sample covered by the fragment, rather than just once for each fragment.
- struct VV::V1::Pipeline::ColorBlendState::AttachmentState
- Specifies per-target blending state for each individual color attachment.
- struct VV::V1::Pipeline::ColorBlendState::CreateInfo
- Specification
- struct VV::V1::Pipeline::DepthStencilState
- Pipeline state controlling the depth bounds tests, stencil test, and depth test.
- struct VV::V1::Pipeline::DepthStencilState::CreateInfo
- Specification
- struct VV::V1::Pipeline::DynamicState
- Used to indicate which properties of the pipeline state object are dynamic and can be changed independently of the pipeline state.
- struct VV::V1::Pipeline::DynamicState::CreateInfo
- Specification
- struct VV::V1::Pipeline::InputAssemblyState
- Each draw is made up of zero or more vertices and zero or more instances, which are processed by the device and result in the assembly of primitives. Primitives are assembled according to the InputAssemblyState member.
- struct VV::V1::Pipeline::InputAssemblyState::CreateInfo
- Specification
- struct VV::V1::Pipeline::Layout
- Access to descriptor sets from a pipeline is accomplished through a pipeline layout.
- struct VV::V1::Pipeline::Layout::PushConstantRange
- Specification
- struct VV::V1::Pipeline::Layout::DescriptorSet
- Defines the types and number of descriptor sets used in a pipeline.
- struct VV::V1::Pipeline::Layout::DescriptorSet::Binding
- Specification
- struct VV::V1::Pipeline::Layout::DescriptorSet::Binding::FlagsCreateInfo
- Specification
- struct VV::V1::Pipeline::Layout::DescriptorSet::CreateInfo
- Information about the descriptor set layout.
- struct VV::V1::Pipeline::Layout::DescriptorSet::Support
- Specification
- struct VV::V1::Pipeline::Layout::DescriptorSet::Support::SetVariableCount
- Specification
- struct VV::V1::Pipeline::Layout::CreateInfo
- Specification
- struct VV::V1::Pipeline::MultiSampleState
- Structure specifying parameters of a newly created pipeline multisample state.
- struct VV::V1::Pipeline::MultiSampleState::CreateInfo
- Specification
- struct VV::V1::Pipeline::RasterizationState
- Rasterization is the process by which a primitive is converted to a two-dimensional image. Each point of this image contains associated data such as depth, color, or other attributes.
- struct VV::V1::Pipeline::RasterizationState::CreateInfo
- Specification
- struct VV::V1::Pipeline::Specialization
- Specialization constants are a mechanism whereby constants in a SPIR-V module can have their constant value specified at the time the VkPipeline is created. This allows a SPIR-V module to have constants that can be modified while executing an application that uses the Vulkan API.
- struct VV::V1::Pipeline::Specialization::MapEntry
- Specification
- struct VV::V1::Pipeline::Specialization::Info
- Specification
- struct VV::V1::Pipeline::ShaderStage
- Used to handle shader staging within a pipeline, more than one shader can be staged in a pipeline.
- struct VV::V1::Pipeline::ShaderStage::CreateInfo
- Specification
- struct VV::V1::Pipeline::TessellationState
- Tessellation involves three pipeline stages.
- struct VV::V1::Pipeline::TessellationState::CreateInfo
- Specification
- struct VV::V1::Pipeline::VertexInputState
- struct VV::V1::Pipeline::VertexInputState::AttributeDescription
- Specification
- struct VV::V1::Pipeline::VertexInputState::BindingDescription
- Specification
- struct VV::V1::Pipeline::VertexInputState::CreateInfo
- Specification
- struct VV::V1::Pipeline::ViewportState
- Specification
- struct VV::V1::Pipeline::ViewportState::CreateInfo
- Specification
- struct VV::V1::Pipeline::Compute
- The compute pipeline represents a compute shader.
- struct VV::V1::Pipeline::Compute::CreateInfo
- Specification
- struct VV::V1::Pipeline::Graphics
- Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout.
- struct VV::V1::Pipeline::Graphics::CreateInfo
- Specification
- struct VV::V1::Pipeline::Graphics::ShaderGroup
- Graphics pipelines can contain multiple shader groups that can be bound individually. \ Each shader group behaves as if it was a pipeline using the shader groups state.
- struct VV::V1::Pipeline::Graphics::ShaderGroup::CreateInfo
- Specification
- struct VV::V1::Pipeline::Graphics::ShaderGroup::MultipleCreateInfo
- Specification
- struct VV::V2::Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
- struct VV::V2::Pipeline::Cache
- Pipeline cache objects allow the result of pipeline construction to be reused between pipelines and between runs of an application.
- struct VV::V2::Pipeline::Layout
- Access to descriptor sets from a pipeline is accomplished through a pipeline layout.
- struct VV::V2::Pipeline::Layout::DescriptorSet
- struct VV::V2::Pipeline::Compute
- struct VV::V2::Pipeline::Graphics
- class VV::V3::Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
- class VV::V3::Pipeline::Cache
- Pipeline cache objects allow the result of pipeline construction to be reused between pipelines and between runs of an application.
- class VV::V3::Pipeline::Layout
- Access to descriptor sets from a pipeline is accomplished through a pipeline layout.
- class VV::V3::Pipeline::Layout::DescriptorSet
- Descriptors are grouped together into descriptor set objects.
- class VV::V3::ComputePipeline
- The compute pipeline represents a compute shader.
- class VV::V3::GraphicsPipeline
- Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout.