Struct gfx_backend_vulkan::Device[][src]

pub struct Device { /* fields omitted */ }

Implementations

Trait Implementations

Formats the value using the given formatter. Read more

Allocates a memory segment of a specified type. Read more

Create a new command pool for a given queue family. Read more

Destroy a command pool.

Create a render pass with the given attachments and subpasses. Read more

Create a new pipeline layout object. Read more

Create a pipeline cache object.

Retrieve data from pipeline cache object.

Destroy a pipeline cache object.

Merge a number of source pipeline caches into the target one.

Create a graphics pipeline. Read more

Create a compute pipeline.

Create a new framebuffer object. Read more

Create a new shader module object from the SPIR-V binary data. Read more

Create a new sampler object

Create a new buffer (unbound). Read more

Get memory requirements for the buffer

Bind memory to a buffer. Read more

Create a new buffer view object

Create a new image object

Get memory requirements for the Image

Bind device memory to an image object

Create an image view from an existing image

Create a descriptor pool. Read more

Create a descriptor set layout. Read more

Specifying the parameters of a descriptor set write operation.

Structure specifying a copy descriptor set operation.

Map a memory object into application address space Read more

Unmap a memory object once host access to it is no longer needed by the application

Flush mapped memory ranges

Invalidate ranges of non-coherent memory from the host caches

Create a new semaphore object.

Create a new fence object. Read more

Resets a given fence to its original, unsignaled state.

Blocks until all or one of the given fences are signaled. Returns true if fences were signaled before the timeout. Read more

true for signaled, false for not ready

Create an event object.

Query the status of an event. Read more

Sets an event.

Resets an event.

Free device memory

Create a new query pool object Read more

Get query pool results into the specified CPU memory. Returns Ok(false) if the results are not ready yet and neither of WAIT or PARTIAL flags are set. Read more

Destroy a query pool object

Destroy a shader module module Read more

Destroys a render pass created by this device.

Destroy a pipeline layout object

Destroy a graphics pipeline. Read more

Destroy a compute pipeline. Read more

Destroy a framebuffer. Read more

Destroy a buffer. Read more

Destroy a buffer view object

Destroy an image. Read more

Destroy an image view object

Destroy a sampler object

Destroy a descriptor pool object Read more

Destroy a descriptor set layout object

Destroy a fence object

Destroy a semaphore object.

Destroy an event object.

Wait for all queues associated with this device to idle. Read more

Associate a name with an image, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a buffer, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a command buffer, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a semaphore, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a fence, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a framebuffer, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a render pass, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a descriptor set, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a descriptor set layout, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Associate a name with a pipeline layout, for easier debugging in external tools or with validation layers that can print a friendly name when referring to objects in error messages Read more

Control the power state of the provided display

Register device event

Register display event

Create, allocate and bind a buffer that can be exported. Read more

Import external memory as binded buffer and memory. Read more

Create, allocate and bind an image that can be exported. Read more

Import external memory as binded image and memory. Read more

Export memory as os type (Fd, Handle or Ptr) based on the requested external memory type. Read more

Retrieve the underlying drm format modifier from an image, if any. Read more

Starts frame capture.

Stops frame capture.

Create a new shader module from the naga module.

Blocks until the given fence is signaled. Returns true if the fence was signaled before the timeout. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.