Available on crate feature
vulkan
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Vulkan API internals.
Vulkan API internals.
Stack memory
Ash expects slices, which we don’t generally have available. We cope with this requirement by the combination of the following ways:
- temporarily allocating
Vec
on heap, where overhead is permitted - growing temporary local storage
- using
implace_it
on iterators
Framebuffers and Render passes
Render passes are cached on the device and kept forever.
Framebuffers are also cached on the device, but they are removed when any of the image views (they have) gets removed. If Vulkan supports image-less framebuffers, then the actual views are excluded from the framebuffer key.
Fences
If timeline semaphores are available, they are used 1:1 with wgpu-hal fences.
Otherwise, we manage a pool of VkFence
objects behind each hal::Fence
.
!
Structs
- Workaround flags.