Available on
vulkan
only.Expand description
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
§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§
- Acceleration
Structure - Adapter
- Api
- Bind
Group - Bind
Group Layout - Buffer
- Command
Buffer - Command
Encoder - Compute
Pipeline - Debug
Utils Create Info - Debug
Utils Messenger User Data - User data needed by
instance::debug_utils_messenger_callback
. - Device
- Instance
- Instance
Shared - Pipeline
Cache - Pipeline
Layout - Query
Set - Queue
- Render
Pipeline - Sampler
- Surface
- Surface
Texture - Texture
- Texture
View - Workarounds
- Workaround flags.
Enums§
- Fence
- The
Api::Fence
type forvulkan::Api
. - Shader
Module