namespace
V2
Classes
- struct AppInstance
- An object that manages the represented application process state within the GPU.
- struct Buffer
- A linear array of data.
- struct BufferView
- A buffer view represents a contiguous range of a buffer and a specific format to be used to interpret the data.
- struct CommandBuffer
- Command buffers are objects used to record commands which can be subsequently submitted to a device queue for execution.
- struct 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 DebugUtils
- Debug Utilities: Flexible utilities for debugging an application.
- struct 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 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 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 Framebuffer
- Render passes operate in conjunction with framebuffers. Framebuffers represent a collection of specific memory attachments that a render pass instance uses.
- struct 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 ImageView
- An object that represents an image subresource range of a specific image, and state that controls how the contents are interpreted.
- struct LayerAndExtensionProperties
- Currently hard coded to use STL vector for extensions.
- struct LogicalDevice
- Represent logical connections to physical devices.
- struct Memory
- General memory structures and functionality for device memory.
- struct PhysicalDevice
- Represents a physical device.
- struct Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
- struct QueueMask
- Ease of identification masks for identifying a type of queue family.
- struct 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 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 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 ShaderModule
- Shader modules contain shader code and one or more entry points.
- struct Surface
- Surfaces hook onto a window to use as a rendering target.
- struct Swapchain
- A queue of images that can be presented to a surface.
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 PipelineLayout = Pipeline::
Layout - Typedef pipeline layout in more recognizable form.