VV::V2 namespace

Contents

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.