vulkano 0.2.2

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Safe and rich Rust wrapper around the Vulkan API.

Brief summary of Vulkan

  • The Instance object is the API entry point. It is the first object you must create before starting to use Vulkan.

  • The PhysicalDevice object represents an implementation of Vulkan available on the system (eg. a graphics card, a CPU implementation, multiple graphics card working together, etc.). Physical devices can be enumerated from an instance with PhysicalDevice::enumerate().

  • Once you have chosen a physical device to use, you can a Device object from it. The Device is the most important object of Vulkan, as it represents an open channel of communicaton with a physical device.

  • Buffers and Images can be used to store data on memory accessible from the GPU (or Vulkan implementation). Buffers are usually used to store vertices, lights, etc. or arbitrary data, while images are used to store textures or multi-dimensional data.

  • In order to show something on the screen, you need a Swapchain. A Swapchain contains special Images that correspond to the content of the window or the monitor. When you present a swapchain, the content of one of these special images is shown on the screen.

  • ComputePipelines and GraphicsPipelines describe the way the GPU must perform a certain operation. Shaders are programs that the GPU will execute as part of a pipeline. Descriptors can be used to access the content of buffers or images from within shaders.

  • For graphical operations, RenderPasses and Framebuffers describe on which images the implementation must draw upon.

  • In order to ask the GPU to do something, you must create a CommandBuffer. A CommandBuffer contains a list of commands that the GPU must perform. This can include copies between buffers, compute operations, or graphics operations. For the work to start, the CommandBuffer must then be submitted to a Queue, which is obtained when you create the Device.