namespace
V3
Classes
- class AppInstance
- An object that manages the represented application process state within the GPU.
- class Buffer
- A linear array of data.
- class BufferView
- A buffer view represents a contiguous range of a buffer and a specific format to be used to interpret the data.
- class CommandBuffer
- Command buffers are objects used to record commands which can be subsequently submitted to a device queue for execution.
- class 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.
- class ComputePipeline
- The compute pipeline represents a compute shader.
- struct DebugUtils
- Debug Utilities: Flexible utilities for debugging an application.
- class 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.
- class DescriptorSet
- Descriptors are grouped together into descriptor set objects. A descriptor set object is an opaque object containing storage for a set of descriptors, where the types and number of descriptors is defined by a descriptor set layout.
- class 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.
- class 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.
- class Framebuffer
- Render passes operate in conjunction with framebuffers. Framebuffers represent a collection of specific memory attachments that a render pass instance uses.
- class GraphicsPipeline
- Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout.
- class 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.
- class ImageView
- An object that represents an image subresource range of a specific image, and state that controls how the contents are interpreted.
- class LogicalDevice
- Represent logical connections to physical devices.
- class Memory
- General memory structures and functionality for device memory.
- class PhysicalDevice
- Represents a physical device.
- class Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
- class 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.
- class 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.
- class 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.
- class ShaderModule
- Shader modules contain shader code and one or more entry points.
- class Surface
- Surfaces hook onto a window to use as a rendering target.
- class 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.