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VPP
0.7
A high-level modern C++ API for Vulkan
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Cvpp::arrayOf< SingleT > | Template allowing to construct arrays of binding points |
Cvpp::Attachment< FormatT > | Represents attachment graph node |
Cvpp::Attribute< TAG, C1, C2, C3, C4, C5 > | Template for defining vertex or instance data fields |
Cvpp::Bool | Shader (GPU-side) data type for boolean values |
▶Cvpp::Buf | Generic class representing Vulkan buffers |
Cvpp::BVec2 | Shader (GPU-side) data type for 2-element boolean vectors |
Cvpp::BVec3 | Shader (GPU-side) data type for 3-element boolean vectors |
Cvpp::BVec4 | Shader (GPU-side) data type for 4-element boolean vectors |
Cvpp::CommandBuffer | Represents a sequence of Vulkan commands |
Cvpp::CommandBufferRecorder | Interface to the automatic command recording framework |
Cvpp::CommandPool | Allocates and manages the lifetime of command buffers |
Cvpp::ComputePipeline | Compiled pipeline class for compute pipelines |
Cvpp::ComputePipelineLayout< DefinitionT > | Pipeline layout template for a compute pipeline. Use to create actual pipeline layout (Vulkan objects) from abstract representation in the form of ComputePipelineConfig object |
Cvpp::computeShader | Binding point class for compute shaders. Place in your pipeline configuration class to declare a compute shader |
▶Cvpp::DebugReporter | Base class for debug report generators |
Cvpp::Device | Represents logical rendering device |
▶Cvpp::DeviceMemory | |
Cvpp::Display | Represents display attachment graph node |
Cvpp::Double | Shader (GPU-side) data type for 64-bit floating point values |
Cvpp::DVec2 | Shader (GPU-side) data type for 2-element 64-bit floating point vectors |
Cvpp::DVec3 | Shader (GPU-side) data type for 3-element 64-bit floating point vectors |
Cvpp::DVec4 | Shader (GPU-side) data type for 4-element 64-bit floating point vectors |
Cvpp::Event | Allows the GPU to wait for certain condition on CPU or GPU side to occur |
Cvpp::Fence | Allows the CPU to wait for GPU operation to finish |
Cvpp::Field< FieldT, FLAGS > | Template for defining local structure data fields |
Cvpp::Float | Shader (GPU-side) data type for 32-bit floating point values |
Cvpp::fragmentShader | Binding point class for fragment shaders. Place in your pipeline configuration class to declare a fragment shader |
Cvpp::FrameBuffer | Defines a vector of physical images to be used as targets for rendering attachments |
Cvpp::FrameImageView | Untyped image view class. Useful for constructing FrameBuffer objects |
Cvpp::geometryShader | Binding point class for geometry shaders. Place in your pipeline configuration class to declare a geometry shader |
Cvpp::gl_perVertex | Auxiliary structure holding basic vertex attributes |
Cvpp::ImageAttributes< FormatT, PURPOSE, TYPE, USAGE, TILING, MULTISAMPLING, MIPMAPPED, ARRAYED, FLAGS > | A template containing image attributes inside C++ type |
Cvpp::ImageInfo | A structure containing image parameters |
Cvpp::ImageView< AttributesT > | Typed image view |
Cvpp::ImageViewAttributes< ImageT, SAMPLING, FormatT, ASPECTS, CUBE > | A template encoding image view attributes inside C++ type |
Cvpp::IMat2 | Shader (GPU-side) data type for 2x2 32-bit integer matrices |
Cvpp::IMat2x3 | Shader (GPU-side) data type for 2 columns, 3 rows 32-bit integer matrices |
Cvpp::IMat2x4 | Shader (GPU-side) data type for 2 columns, 4 rows 32-bit integer matrices |
Cvpp::IMat3 | Shader (GPU-side) data type for 3x3 32-bit integer matrices |
Cvpp::IMat3x2 | Shader (GPU-side) data type for 3 columns, 2 rows 32-bit integer matrices |
Cvpp::IMat3x4 | Shader (GPU-side) data type for 3 columns, 4 rows 32-bit integer matrices |
Cvpp::IMat4 | Shader (GPU-side) data type for 4x4 32-bit integer matrices |
Cvpp::IMat4x2 | Shader (GPU-side) data type for 4 columns, 2 rows 32-bit integer matrices |
Cvpp::IMat4x3 | Shader (GPU-side) data type for 4 columns, 3 rows 32-bit integer matrices |
▶Cvpp::Img | Class representing generic (untyped) Vulkan image |
Cvpp::inAttachment< ImageViewT, COUNT > | Input attachment binding point |
Cvpp::inConstSampledTexture< ImageViewT > | A binding point for read-only texture with predefined (constant) sampler |
Cvpp::inConstSampler< SamplerT > | Static sampler binding point |
Cvpp::IndirectBufferView | |
Cvpp::inPushConstant< DefinitionT > | Binding point class for push constant data input to shaders. Place in your pipeline configuration class to declare a push constant |
Cvpp::Input< BindingPointT > | Provides input access to communication variable binding point from shader code |
Cvpp::inSampledTexture< ImageViewT > | A binding point for read-only texture with associated sampler |
Cvpp::inSampler< SamplerT > | Sampler binding point |
Cvpp::Instance | Represents the instance of Vulkan system |
Cvpp::InstanceStruct< TAG, TDef > | Base class for instance data structures |
Cvpp::Int | Shader (GPU-side) data type for 32-bit signed integer values |
Cvpp::inTexture< ImageViewT > | Texture (read-only) image binding point |
Cvpp::inTextureBuffer< FormatT > | Uniform (read-only) texel buffer binding point |
Cvpp::inUniformBuffer | Binding point class for uniform (read-only) data input to shaders. Place in your pipeline configuration class to declare a uniform data source |
Cvpp::inUniformBufferDyn | Currently not implemented |
Cvpp::inVertexData< TDef > | Binding point class for vertex and instance input to shaders. Place in your pipeline configuration class to declare a vertex or instance data source |
Cvpp::ioBuffer | Binding point class for storage (read-write) data buffer to shaders. Place in your pipeline configuration class to declare a storage data buffer |
Cvpp::ioBufferDyn | Currently not implemented |
Cvpp::ioImage< ImageViewT, MEMFLAGS > | Storage (read-write) image binding point |
Cvpp::ioImageBuffer< FormatT > | Storage (read-write) texel buffer binding point |
Cvpp::ioStructure< StructT, OutputShader, InputShader > | Binding point class for inter-shader communication variable of structural type. Place in your pipeline configuration class to declare an inter-shader communication variable |
Cvpp::ioVariable< ValueT, OutputShader, InputShader > | Binding point class for inter-shader communication variable of simple type (scalar, vector or matrix). Place in your pipeline configuration class to declare an inter-shader communication variable |
Cvpp::IVec2 | Shader (GPU-side) data type for 2-element 32-bit integer vectors |
Cvpp::IVec3 | Shader (GPU-side) data type for 3-element 32-bit integer vectors |
Cvpp::IVec4 | Shader (GPU-side) data type for 4-element 32-bit integer vectors |
▶CKFunction | |
Cvpp::LocalStruct< DefinitionT > | Base class for local data structures |
Cvpp::Mat2 | Shader (GPU-side) data type for 2x2 32-bit float matrices |
Cvpp::Mat2x3 | Shader (GPU-side) data type for 2 columns, 3 rows 32-bit float matrices |
Cvpp::Mat2x4 | Shader (GPU-side) data type for 2 columns, 4 rows 32-bit float matrices |
Cvpp::Mat3 | Shader (GPU-side) data type for 3x3 32-bit float matrices |
Cvpp::Mat3x2 | Shader (GPU-side) data type for 3 columns, 2 rows 32-bit float matrices |
Cvpp::Mat3x4 | Shader (GPU-side) data type for 3 columns, 4 rows 32-bit float matrices |
Cvpp::Mat4 | Shader (GPU-side) data type for 4x4 32-bit float matrices |
Cvpp::Mat4x2 | Shader (GPU-side) data type for 4 columns, 2 rows 32-bit float matrices |
Cvpp::Mat4x3 | Shader (GPU-side) data type for 4 columns, 3 rows 32-bit float matrices |
Cvpp::MemoryBinding< ResourceT, MemoryT > | A compound object containing references to a buffer and memory bound to it |
▶Cvpp::MemoryBinding< Buffer< USAGE >, DeviceMemory > | |
Cvpp::MemProfile | Abstraction of GPU-interoperable memory types |
▶Cvpp::NonRenderingCommands | Set of commands that may be used outside rendering context |
Cvpp::NormalizedSampler | Texture sampler object (normalized) |
Cvpp::outAttachment< FormatT > | Output attachment binding point |
Cvpp::Output< BindingPointT > | Provides output access to communication variable binding point from shader code |
Cvpp::Par< ParamType > | |
Cvpp::PHVec4 | |
Cvpp::PhysicalDevice | Represents physical rendering device |
Cvpp::Pipeline | Compiled pipeline class for graphics pipelines |
Cvpp::PipelineCache | |
▶Cvpp::PipelineConfig | Base class for custom rendering pipelines |
Cvpp::PipelineLayout< DefinitionT > | Pipeline layout template for a graphics pipeline. Use to create actual pipeline layout (Vulkan objects) from abstract representation in the form of PipelineConfig object |
Cvpp::Pointer< ScalarT > | Shader (GPU-side) data type for pointers to mutable variables |
Cvpp::Postprocess | Represents finalization process graph node |
Cvpp::Preprocess | Represents preparation process graph node |
Cvpp::Procedure | |
Cvpp::Process | Represents process graph node |
Cvpp::Queue | Command queue for execution of commands |
Cvpp::RenderingCommandContext | |
Cvpp::RenderingOptions | A container for various rendering parameters |
Cvpp::RenderManager | Simple rendering manager |
Cvpp::RenderPass | Represents Vulkan render pass |
Cvpp::Semaphore | Allows the GPU to wait for another GPU operation to finish |
Cvpp::SGatherOffsets | |
▶Cvpp::Shader | Base class for shader interfaces |
Cvpp::ShaderDataBlock | Represents a group of resources bound to rendering or compute pipeline |
Cvpp::computeShader::SLocalSize | |
Cvpp::SNormalizedSampler | Structure describing normalized sampler parameters |
Cvpp::SUnnormalizedSampler | Structure describing unnormalized sampler parameters |
Cvpp::Surface | Represents a surface visible on the screen |
Cvpp::SurfaceInfo | A platform-dependent structure containing information required to create a surface |
Cvpp::SwapChain | Represents a set of swappable on-screen images |
Cvpp::tessControlShader | Binding point class for tessellation control shaders. Place in your pipeline configuration class to declare a tessellation control shader |
Cvpp::tessEvalShader | Binding point class for tessellation evaluation shaders. Place in your pipeline configuration class to declare a tessellation evaluation shader |
Cvpp::TexelArray< BufferT > | Provides shader code access to a binding point for a buffer holding array of formatted texels. These data objects are either simple scalars or vectors, defined by vpp::format object |
Cvpp::TexelBufferView< FormatT, USAGE > | Buffer view for texel buffers |
Cvpp::UInt | Shader (GPU-side) data type for 32-bit unsigned integer values |
Cvpp::UniformArray< TDef, BufferT > | Provides shader code access to a binding point for buffer holding array of structures |
Cvpp::UniformBufferView | |
Cvpp::UniformFld< TAG, HostT, OFFSET > | Template for defining uniform data fields |
Cvpp::UniformSimpleArray< HostT, BufferT > | Provides shader code access to a binding point for buffer holding array of simple scalars, vectors or matrices |
Cvpp::UniformStruct< TAG, TDef > | Base class for uniform data structures |
Cvpp::UniformVar< TDef, BufferT > | Provides access to scalar or arrayed buffer binding point from shader code |
▶Cvpp::UniversalCommands | Set of commands that may be used anywhere (inside or outside rendering context) |
Cvpp::UnnormalizedSampler | Texture sampler object (normalized) |
Cvpp::UVec2 | Shader (GPU-side) data type for 2-element 32-bit unsigned integer vectors |
Cvpp::UVec3 | Shader (GPU-side) data type for 3-element 32-bit unsigned integer vectors |
Cvpp::UVec4 | Shader (GPU-side) data type for 4-element 32-bit unsigned integer vectors |
Cvpp::VArray< ItemT, SIZE > | Declares mutable shader variable of array type |
Cvpp::VBool | Shader (GPU-side) data type for mutable variables of boolean type |
Cvpp::VBVec2 | Shader (GPU-side) data type for mutable variables of 2-element boolean vector type |
Cvpp::VBVec3 | Shader (GPU-side) data type for mutable variables of 3-element boolean vector type |
Cvpp::VBVec4 | Shader (GPU-side) data type for mutable variables of 4-element boolean vector type |
Cvpp::VDouble | Shader (GPU-side) data type for mutable variables of 64-bit floating point type |
Cvpp::VDVec2 | Shader (GPU-side) data type for mutable variables of 2-element 64-bit float vector type |
Cvpp::VDVec3 | Shader (GPU-side) data type for mutable variables of 3-element 64-bit float vector type |
Cvpp::VDVec4 | Shader (GPU-side) data type for mutable variables of 4-element 64-bit float vector type |
Cvpp::Vec2 | Shader (GPU-side) data type for 2-element 32-bit float vectors |
Cvpp::Vec3 | Shader (GPU-side) data type for 3-element 32-bit float vectors |
Cvpp::Vec4 | Shader (GPU-side) data type for 4-element 32-bit float vectors |
Cvpp::VertexBufferView | Buffer view for vertex buffers |
Cvpp::VertexIndexBufferView | |
Cvpp::vertexShader | Binding point class for vertex shaders. Place in your pipeline configuration class to declare a vertex shader |
Cvpp::VertexStruct< TAG, TDef > | Base class for vertex data structures |
Cvpp::VFloat | Shader (GPU-side) data type for mutable variables of 32-bit floating point type |
Cvpp::VInt | Shader (GPU-side) data type for mutable variables of 32-bit signed integer type |
Cvpp::VIVec2 | Shader (GPU-side) data type for mutable variables of 2-element 32-bit integer vector type |
Cvpp::VIVec3 | Shader (GPU-side) data type for mutable variables of 3-element 32-bit integer vector type |
Cvpp::VIVec4 | Shader (GPU-side) data type for mutable variables of 4-element 32-bit integer vector type |
▶CVkPhysicalDeviceFeatures | |
▶CVkViewport | |
Cvpp::VMat2 | Shader (GPU-side) data type for mutable variables of 2x2 32-bit float matrix type |
Cvpp::VMat2x3 | Shader (GPU-side) data type for mutable variables of 2 columns, 3 rows 32-bit float matrix type |
Cvpp::VMat2x4 | Shader (GPU-side) data type for mutable variables of 2 columns, 4 rows 32-bit float matrix type |
Cvpp::VMat3 | Shader (GPU-side) data type for mutable variables of 3x3 32-bit float matrix type |
Cvpp::VMat3x2 | Shader (GPU-side) data type for mutable variables of 3 columns, 2 rows 32-bit float matrix type |
Cvpp::VMat3x4 | Shader (GPU-side) data type for mutable variables of 3 columns, 4 rows 32-bit float matrix type |
Cvpp::VMat4 | Shader (GPU-side) data type for mutable variables of 4x4 32-bit floating point matrix type |
Cvpp::VMat4x2 | Shader (GPU-side) data type for mutable variables of 4 columns, 2 rows 32-bit float matrix type |
Cvpp::VMat4x3 | Shader (GPU-side) data type for mutable variables of 4 columns, 3 rows 32-bit float matrix type |
Cvpp::Void | Shader (GPU-side) void data type |
Cvpp::VUInt | Shader (GPU-side) data type for mutable variables of 32-bit unsigned integer type |
Cvpp::VUVec2 | Shader (GPU-side) data type for mutable variables of 2-element 32-bit unsigned integer vector type |
Cvpp::VUVec3 | Shader (GPU-side) data type for mutable variables of 3-element 32-bit unsigned integer vector type |
Cvpp::VUVec4 | Shader (GPU-side) data type for mutable variables of 4-element 32-bit unsigned integer vector type |
Cvpp::VVec2 | Shader (GPU-side) data type for mutable variables of 2-element 32-bit float vector type |
Cvpp::VVec3 | Shader (GPU-side) data type for mutable variables of 3-element 32-bit float vector type |
Cvpp::VVec4 | Shader (GPU-side) data type for mutable variables of 4-element 32-bit float vector type |