module
Vault_2Repetitive functionality wrapping.
Contents
- Reference
Namespaces
- namespace VV::V2
Classes
- struct VV::V2::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.
- struct VV::V2::CommandBuffer
- Command buffers are objects used to record commands which can be subsequently submitted to a device queue for execution.
- struct VV::V2::QueueMask
- Ease of identification masks for identifying a type of queue family.
- struct VV::V2::DebugUtils
- Debug Utilities: Flexible utilities for debugging an application.
- struct VV::V2::AppInstance
- An object that manages the represented application process state within the GPU.
- struct VV::V2::LogicalDevice
- Represent logical connections to physical devices.
- struct VV::V2::Memory
- General memory structures and functionality for device memory.
- struct VV::V2::PhysicalDevice
- Represents a physical device.
- struct VV::V2::Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
- struct VV::V2::Framebuffer
- Render passes operate in conjunction with framebuffers. Framebuffers represent a collection of specific memory attachments that a render pass instance uses.
- struct VV::V2::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::V2::Buffer
- A linear array of data.
- struct VV::V2::BufferView
- A buffer view represents a contiguous range of a buffer and a specific format to be used to interpret the data.
- struct VV::V2::Image
- Images represent multidimensional - up to 3 - arrays of data which can be used for various purposes (e.g. attachments, textures), by binding them to a graphics or compute pipeline via descriptor sets, or by directly specifying them as parameters to certain commands.
- struct VV::V2::ImageView
- An object that represents an image subresource range of a specific image, and state that controls how the contents are interpreted.
- struct VV::V2::DescriptorPool
- A descriptor pool maintains a pool of descriptors, from which descriptor sets are allocated. Descriptor pools are externally synchronized, meaning that the application must not allocate and/or free descriptor sets from the same pool in multiple threads simultaneously.
- struct VV::V2::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::V2::ShaderModule
- Shader modules contain shader code and one or more entry points.
- struct VV::V2::Swapchain
- A queue of images that can be presented to a surface.
- struct VV::V2::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::V2::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::V2::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.
- struct VV::V2::LayerAndExtensionProperties
- Currently hard coded to use STL vector for extensions.
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.