VV::V3 namespace

Contents

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.