VV::V1::Pipeline struct

A monolithic object describing the entire graphics, raytracing, or compute pipeline.

Specification

Derived classes

struct VV::V2::Pipeline
A monolithic object describing the entire graphics, raytracing, or compute pipeline.

Public types

struct Cache
Pipeline cache objects allow the result of pipeline construction to be reused between pipelines and between runs of an application.
struct ColorBlendState
Blending combines the incoming source fragments R, G, B, and A values with the destination R, G, B, and A values of each sample stored in the framebuffer at the fragments xf,yf location. Blending is performed for each color sample covered by the fragment, rather than just once for each fragment.
struct Compute
The compute pipeline represents a compute shader.
struct DepthStencilState
Pipeline state controlling the depth bounds tests, stencil test, and depth test.
struct DynamicState
Used to indicate which properties of the pipeline state object are dynamic and can be changed independently of the pipeline state.
struct Graphics
Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout.
struct InputAssemblyState
Each draw is made up of zero or more vertices and zero or more instances, which are processed by the device and result in the assembly of primitives. Primitives are assembled according to the InputAssemblyState member.
struct Layout
Access to descriptor sets from a pipeline is accomplished through a pipeline layout.
struct MultiSampleState
Structure specifying parameters of a newly created pipeline multisample state.
struct RasterizationState
Rasterization is the process by which a primitive is converted to a two-dimensional image. Each point of this image contains associated data such as depth, color, or other attributes.
struct ShaderStage
Used to handle shader staging within a pipeline, more than one shader can be staged in a pipeline.
struct Specialization
Specialization constants are a mechanism whereby constants in a SPIR-V module can have their constant value specified at the time the VkPipeline is created. This allows a SPIR-V module to have constants that can be modified while executing an application that uses the Vulkan API.
struct TessellationState
Tessellation involves three pipeline stages.
struct VertexInputState
struct ViewportState
Specification
using Handle = VkPipeline
Specification
using ShaderStageFlags = Bitfield<EShaderStageFlag, VkShaderStageFlags>
Specification
using StageFlags = Bitfield<EPipelineStageFlag, VkPipelineStageFlags>
Specification

Public static functions

static void Destroy(LogicalDevice::Handle _deviceHandle, Handle _pipeline, const Memory::AllocationCallbacks* _allocator)
Destroy a pipeline object.