Module vulkano::pipeline [] [src]

Describes a graphical or compute operation.

In Vulkan before you can add a draw or a compute command to a command buffer, you have to create a pipeline object that describes it.

There are two kinds of pipelines:

  • ComputePipelines, for compute operations that reads/write raw pixels from images and buffers.
  • GraphicsPipelines, for graphical operations.

All the sub-modules of this module (with the exception of cache) correspond to the various steps of pipelines.

Modules

blend

Defines how the color output of the fragment shader is written to the attachment.

cache

Cache the pipeline objects to disk for faster reloads.

depth_stencil

Depth and stencil operations description.

input_assembly

Assembling vertices into primitives.

multisample

State of multisampling.

raster

Stage when triangles are turned into pixels.

shader

Stage of a graphics pipeline.

vertex
viewport

Viewports and scissor boxes.

Structs

ComputePipeline

A pipeline object that describes to the Vulkan implementation how it should perform compute operations.

GraphicsPipeline

Defines how the implementation should perform a draw operation.

GraphicsPipelineParams

Description of a GraphicsPipeline.

GraphicsPipelineParamsTess

Additional parameters if you use tessellation.

Enums

GraphicsPipelineCreationError

Error that can happen when creating a graphics pipeline.