VaultedThermals » Vault_1 module

1:1 Wrapping of Vulkan API

Contents

Namespaces

namespace VV::V1

Classes

struct VV::V1::CommandBuffer
Command buffers are objects used to record commands which can be subsequently submitted to a device queue for execution.
struct VV::V1::CommandPool
Command pools are opaque objects that command buffer memory is allocated from, and which allow the implementation to amortize the cost of resource creation across multiple command buffers. Command pools are externally synchronized, meaning that a command pool must not be used concurrently in multiple threads. That includes use via recording commands on any command buffers allocated from the pool, as well as operations that allocate, free, and reset command buffers or the pool itself.
struct VV::V1::DebugUtils::Label
Used in conjunction with labeling queues, and commands.
struct VV::V1::DebugUtils::ObjectInfo
Used for annotating objects with user defined information.
struct VV::V1::DebugUtils::Messenger
Vulkan allows an application to register multiple callbacks with any Vulkan component wishing to report debug information. Some callbacks may log the information to a file, others may cause a debug break point or other application defined behavior.
struct VV::V1::DebugUtils
Debug Utilities: Flexible utilities for debugging an application.
struct VV::V1::AppInstance
An object that manages the represented application process state within the GPU.
struct VV::V1::LogicalDevice
Represent logical connections to physical devices.
struct VV::V1::Memory
General memory structures and functionality for device memory.
struct VV::V1::PhysicalDevice
Represents a physical device.
struct VV::V1::Pipeline
A monolithic object describing the entire graphics, raytracing, or compute pipeline.
struct VV::V1::Framebuffer
Render passes operate in conjunction with framebuffers. Framebuffers represent a collection of specific memory attachments that a render pass instance uses.
struct VV::V1::RenderPass
A render pass represents a collection of attachments, subpasses, and dependencies between the subpasses, and describes how the attachments are used over the course of the subpasses.
struct VV::V1::Sampler
Represent the state of an image sampler which is used by the implementation to read image data and apply filtering and other transformations for the shader.
struct VV::V1::ShaderModule
Shader modules contain shader code and one or more entry points.
struct VV::V1::Surface
Native platform surface or window objects are abstracted by surface objects.
struct VV::V1::Swapchain
A queue of images that can be presented to a surface.
struct VV::V1::Event
Events are a synchronization primitive that can be used to insert a fine-grained dependency between commands submitted to the same queue, or between the host and a queue. Events must not be used to insert a dependency between commands submitted to different queues. Events have two states - signaled and unsignaled.
struct VV::V1::Fence
Fences are a synchronization primitive that can be used to insert a dependency from a queue to the host. Fences have two states - signaled and unsignaled.
struct VV::V1::Semaphore
Semaphores are a synchronization primitive that can be used to insert a dependency between queue operations or between a queue operation and the host. Binary semaphores have two states - signaled and unsignaled.

Typedefs

using Queue = LogicalDevice::Queue
Typedef to expose queue outside of logical device. (To use similar to regular Vulkan API.
using QueueFamilyProperties = PhysicalDevice::QueueFamilyProperties
using DescriptorSetLayout = Pipeline::Layout::DescriptorSet
using PipelineCache = Pipeline::Cache
using PipelineLayout = Pipeline::Layout
Typedef pipeline layout in more recognizable form.

Typedef documentation

using Queue = LogicalDevice::Queue

Typedef to expose queue outside of logical device. (To use similar to regular Vulkan API.

using QueueFamilyProperties = PhysicalDevice::QueueFamilyProperties

using DescriptorSetLayout = Pipeline::Layout::DescriptorSet

using Typedef of descriptor set layout in more recognizable form.

using PipelineCache = Pipeline::Cache

using Typedef of pipeline cache in a more recognizable form.

using PipelineLayout = Pipeline::Layout

Typedef pipeline layout in more recognizable form.