module
Vault_11:1 Wrapping of Vulkan API
Contents
- Reference
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
#include <VaultedVulkan/VV_LogicalDevice.hpp>
Typedef to expose queue outside of logical device. (To use similar to regular Vulkan API.
using QueueFamilyProperties = PhysicalDevice::QueueFamilyProperties
using DescriptorSetLayout = Pipeline::Layout::DescriptorSet
#include <VaultedVulkan/VV_Pipelines.hpp>
using Typedef of descriptor set layout in more recognizable form.
using PipelineCache = Pipeline::Cache
#include <VaultedVulkan/VV_Pipelines.hpp>
using Typedef of pipeline cache in a more recognizable form.
using PipelineLayout = Pipeline::Layout
#include <VaultedVulkan/VV_Pipelines.hpp>
Typedef pipeline layout in more recognizable form.