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
- Logical device resource types
- Graphics pipeline types
- Image resource types
- Physical device resource types
- Ray tracing pipeline types
- Render pass related types.
- Shader resource types
- Native platform window surface types.
- Native window presentation types.
Structs§
- Represents a Vulkan command buffer to which some work has been submitted.
- There is no global state in Vulkan and all per-application state is stored in a VkInstance object.
Enums§
- Defines all potential resource usages
- Describes the general category of all graphics driver failure cases.
Type Aliases§
- ResolveModeDeprecatedSpecifying depth and stencil resolve modes.