VulkanContextCreateInfo

Struct VulkanContextCreateInfo 

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pub struct VulkanContextCreateInfo<'a, 'b> {
    pub vkcore: Arc<VkCore>,
    pub device_requirements: DeviceRequirement<'a>,
    pub surface: VulkanSurfaceInfo<'b>,
    pub present_interval: PresentInterval,
    pub cpu_renderer_threads: usize,
    pub desc_pool_size: DescriptorPoolSize,
    pub is_vr: bool,
}
Expand description

The struct to create the VulkanContext

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§vkcore: Arc<VkCore>

The most important thing: the Vulkan driver is here

§device_requirements: DeviceRequirement<'a>

The requirements of choosing a GPU

§surface: VulkanSurfaceInfo<'b>

The surface, the target you want to render to

§present_interval: PresentInterval

V-Sync should be on or off?

  • It’s recommended to enable V-Sync for most usage since this could be the smoothest achieve and lower the power consumption, except for players who play PVP and want to win with the lowest latency (You are designing these sorts of games)
§cpu_renderer_threads: usize

How many scenes could be rendered concurrently? NOTE You could create a multi-threaded rendering engine, recording draw commands concurrently, and the GPU could render multiple scenes concurrently.

§desc_pool_size: DescriptorPoolSize

The size for the descriptor pool

§is_vr: bool

Is this a VR project?

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impl<'a, 'b> Debug for VulkanContextCreateInfo<'a, 'b>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl<'a, 'b> Freeze for VulkanContextCreateInfo<'a, 'b>

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impl<'a, 'b> RefUnwindSafe for VulkanContextCreateInfo<'a, 'b>

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impl<'a, 'b> Send for VulkanContextCreateInfo<'a, 'b>

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impl<'a, 'b> Sync for VulkanContextCreateInfo<'a, 'b>

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impl<'a, 'b> Unpin for VulkanContextCreateInfo<'a, 'b>

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impl<'a, 'b> UnwindSafe for VulkanContextCreateInfo<'a, 'b>

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