Expand description
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
Acceleration structure resource types
Buffer resource types
Computing pipeline types
Graphics pipeline types
Image resource types
Ray tracing pipeline types
Shader resource types
Structs
Opaque handle to a device object.
Holds a constructed graphics driver.
A list of required features. Features that are supported but not required will not be
available.
Builder for
DriverConfig.Describes optional features of a device.
Structure which holds data about the physical hardware selected by the current device.
Structure describing descriptor indexing features that can be supported by an implementation.
Properties of the physical device for ray tracing.
An execution queue.
Execution queue selected by the current device.
Describes additional propeties of the current execution queue.
Enums
Defines all potential resource usages
Describes the general category of all graphics driver failure cases.