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§
- 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§
- Command
Buffer - 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§
- Access
Type - Defines all potential resource usages
- Driver
Error - Describes the general category of all graphics driver failure cases.
Functions§
- format_
texel_ block_ extent - Returns the extent of a block of texels for the given Vulkan format.
Uncompressed formats typically have a block extent of
(1, 1). See Representation and Texel Block Size - format_
texel_ block_ size - Returns number of bytes used to store one texel block (a single addressable element of an uncompressed image, or a single compressed block of a compressed image) See Representation and Texel Block Size
Type Aliases§
- Resolve
Mode Deprecated - Specifying depth and stencil resolve modes.