|
Vulkan Schnee 0.0.1
High-performance rendering engine
|
#include <glm/vec4.hpp>#include <optional>#include <string>#include <vector>#include <vulkan/vulkan.h>Go to the source code of this file.
Classes | |
| struct | Engine::Rendering::DynamicMaterialUniformData |
| struct | Engine::Rendering::PipelineMaterialPayload |
| class | Engine::Rendering::PipelineSpecializationData |
| Base class which defines the interface for pipeline specialization data. This can be thread count. Max object count etc. More... | |
| class | Engine::Rendering::ComputePipelineSpecializationData |
| Wrapper for shader specialization data for compute pipelines. This usually only stores the thread count as that can depend on the hardware the engine is running on. More... | |
| struct | Engine::Rendering::ComputePipelineSpecializationData::Data |
| class | Engine::Rendering::DispatcherComputePipelineSpecializationData |
| Specialization constants for dispatcher compute shaders. More... | |
| struct | Engine::Rendering::DispatcherComputePipelineSpecializationData::Data |
| Raw specialization constant payload passed to Vulkan. More... | |
| class | Engine::Rendering::MeshShaderSpecializationData |
| Specialization data for mesh shaders - provides screen resolution for small triangle culling. More... | |
| struct | Engine::Rendering::MeshShaderSpecializationData::Data |
| class | Engine::Rendering::GraphicsPipeline |
| class | Engine::Rendering::ComputePipeline |
| A wrapper for vulkan pipeline resources. In this case a typesafe compute pipeline. More... | |
Namespaces | |
| namespace | Engine |
| namespace | Engine::Core |
| Manages IBL (Image-Based Lighting) resources for specular reflections. | |
| namespace | Engine::Rendering |