Module driver

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Vulkan 1.2 interface based on smart pointers.

§Resources

Each resource contains an opaque Vulkan object handle and an information structure which describes the object. Resources also contain an atomic AccessType state value which is used to maintain consistency in any system which accesses the resource.

The following resources are available:

§Pipelines

Pipelines allow you to run shader code which read and write resources using graphics hardware.

Each pipeline contains an opaque Vulkan object handle and an information structure which describes the configuration and shaders. They are immutable once created.

The following pipelines are available:

Re-exports§

pub use ash;

Modules§

accel_struct
Acceleration structure resource types
buffer
Buffer resource types
compute
Computing pipeline types
device
Logical device resource types
graphic
Graphics pipeline types
image
Image resource types
physical_device
Physical device resource types
ray_trace
Ray tracing pipeline types
render_pass
Render pass related types.
shader
Shader resource types
surface
Native platform window surface types.
swapchain
Native window presentation types.

Structs§

CommandBuffer
Represents a Vulkan command buffer to which some work has been submitted.
Instance
There is no global state in Vulkan and all per-application state is stored in a VkInstance object.

Enums§

AccessType
Defines all potential resource usages
DriverError
Describes the general category of all graphics driver failure cases.

Functions§

format_texel_block_size
See Representation and Texel Block Size

Type Aliases§

ResolveModeDeprecated
Specifying depth and stencil resolve modes.