Expand description
Raw Pipeline State Objects
This module contains items used to create and manage Pipelines.
Macros§
- Macro for specifying list of specialization constants for
EntryPoint
.
Structs§
- Vertex attribute description. Notably, completely separate from resource
Descriptor
s used inDescriptorSet
s. - Baked-in pipeline states.
- A description of an equation for how to blend transparent, overlapping fragments.
- Specifies whether to use blending, and if so, which operations to use for color and alpha channels.
- A simple struct describing a rect with integer coordinates.
- PSO color target descriptor.
- Target output color mask.
- A description of the data needed to construct a compute pipeline.
- A depth bias allows changing the produced depth values for fragments slightly but consistently. This permits drawing of multiple polygons in the same plane without Z-fighting, such as when trying to draw shadows on a wall.
- PSO depth-stencil target descriptor.
- Depth test state.
- Descriptor pool creation flags.
- Set of descriptors of a specific type.
- Copies a range of descriptors to be bound from one descriptor set to another.
- Information about the contents of and in which stages descriptors may be bound to a descriptor set at a certain binding point. Multiple
DescriptorSetLayoutBinding
s are assembled into aDescriptorSetLayout
, which is then allocated into aDescriptorSet
using aDescriptorPool
. - Writes the actual descriptors to be bound into a descriptor set.
- A struct element descriptor.
- Shader entry point.
- Face.
- A description of all the settings that can be altered when creating a graphics pipeline.
- All the information needed to create an input assembler.
- Pipeline creation flags.
- Stages of the logical pipeline.
- Rasterization state.
- A simple struct describing a rect with integer coordinates.
- Combination of different shader pipeline stages.
- A generic struct holding the properties of two sides of a polygon.
- Information required for pipeline specialization.
- Description of a specialization constant for the pipeline.
- Complete stencil state for a given side of a face.
- Defines a stencil test. Stencil testing is an operation performed to cull fragments; the new fragment is tested against the value held in the stencil buffer, and if the test fails the fragment is discarded.
- Vertex buffer description. Notably, completely separate from resource
Descriptor
s used inDescriptorSet
s. - A viewport, generally equating to a window on a display.
Enums§
- An error allocating descriptor sets from a pool.
- A reference to a parent pipeline. The assumption is that a parent and derivative/child pipeline have most settings in common, and one may be switched for another more quickly than entirely unrelated pipelines would be.
- Blending operations.
- Format of a buffer.
- Specific type of a buffer.
- A pixel-wise comparison function.
- Error types happening upon PSO creation on the device side.
- A handle to a specific shader resource that can be bound for use in a
DescriptorSet
. Usually provided in aDescriptorSetWrite
- The type of a descriptor.
- Defines the possible blending factors. During blending, the source or destination fragment may be multiplied by a factor to produce the final result.
- The front face winding order of a set of vertices. This is the order of vertexes that define which side of a face is the “front”.
- Specific type of an image descriptor.
- Logic operations used for specifying blend equations.
- Methods for rasterizing polygons, ie, turning the mesh into a raster image.
- Describes the type of geometric primitives, created from vertex data.
- Primitive Assembler describes how input data are fetched in the pipeline and formed into primitives before being sent into the fragment shader.
- Pipeline state which may be static or dynamic.
- The operation to use for stencil masking.
- The rate at which to advance input data to shaders for the given buffer
Traits§
- A descriptor pool is a collection of memory from which descriptor sets are allocated.
Type Aliases§
- Index of a vertex buffer.
- A single RGBA float color.
- A single depth value from a depth buffer.
- Offset of an attribute from the start of the buffer, in bytes
- Offset between attribute values, in bytes
- Number of instances between each advancement of the vertex buffer.
- Shader binding location.
- Number of vertices in a patch
- A single value from a stencil buffer.
- Pair of stencil values that could be either baked into a graphics pipeline or provided dynamically.