Nebula
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vksampler.cc File Reference
#include "vksampler.h"
#include "vkgraphicsdevice.h"
#include "coregraphics/config.h"

Namespaces

namespace  Vulkan
 Vulkan implementation of GPU acceleration structure.
namespace  CoreGraphics
 Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.

Functions

const VkSampler & Vulkan::SamplerGetVk (const CoreGraphics::SamplerId &id)
 get vulkan sampler
VkFilter CoreGraphics::ToVkSamplerFilter (SamplerFilter filter)
VkSamplerMipmapMode CoreGraphics::ToVkSamplerMipMapMode (SamplerMipMode mode)
VkSamplerAddressMode CoreGraphics::ToVkSamplerAddressMode (SamplerAddressMode mode)
VkCompareOp CoreGraphics::ToVkCompareOperation (SamplerCompareOperation op)
VkBorderColor CoreGraphics::ToVkBorderMode (SamplerBorderMode mode)
SamplerFilter CoreGraphics::FromVkSamplerFilter (VkFilter filter)
SamplerMipMode CoreGraphics::FromVkSamplerMipMapMode (VkSamplerMipmapMode mode)
SamplerAddressMode CoreGraphics::FromVkSamplerAddressMode (VkSamplerAddressMode mode)
SamplerCompareOperation CoreGraphics::FromVkCompareOperation (VkCompareOp op)
SamplerBorderMode CoreGraphics::FromVkBorderMode (VkBorderColor mode)
SamplerId CoreGraphics::CreateSampler (const SamplerCreateInfo &info)
 create sampler
void CoreGraphics::DestroySampler (const SamplerId &id)
 destroy sampler
SamplerCreateInfo CoreGraphics::ToNebulaSamplerCreateInfo (const VkSamplerCreateInfo &info)
 use vulkan sampler create info to create Nebula sampler create info

Variables

VkSamplerAllocator Vulkan::samplerAllocator
Util::Dictionary< uint32_t, Ids::Id32CoreGraphics::UniqueSamplerHashes