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vksampler.h
Go to the documentation of this file.
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#pragma once
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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#include "
coregraphics/sampler.h
"
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#include "
ids/idallocator.h
"
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namespace
Vulkan
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{
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typedef
Ids::IdAllocator
<
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VkDevice,
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VkSampler,
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uint32_t
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>
VkSamplerAllocator
;
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extern
VkSamplerAllocator
samplerAllocator
;
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const
VkSampler&
SamplerGetVk
(
const
CoreGraphics::SamplerId
&
id
);
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}
// namespace Vulkan
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namespace
CoreGraphics
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{
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SamplerCreateInfo
ToNebulaSamplerCreateInfo
(
const
VkSamplerCreateInfo& info);
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}
Ids::IdAllocator
An ID allocator associates an id with a slice in an N number of arrays.
Definition
idallocator.h:39
idallocator.h
CoreGraphics
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition
accelerationstructure.h:24
CoreGraphics::ToNebulaSamplerCreateInfo
SamplerCreateInfo ToNebulaSamplerCreateInfo(const VkSamplerCreateInfo &info)
use vulkan sampler create info to create Nebula sampler create info
Definition
vksampler.cc:298
Vulkan
Vulkan implementation of GPU acceleration structure.
Definition
vkaccelerationstructure.cc:15
Vulkan::VkSamplerAllocator
Ids::IdAllocator< VkDevice, VkSampler, uint32_t > VkSamplerAllocator
Definition
vksampler.h:20
Vulkan::samplerAllocator
VkSamplerAllocator samplerAllocator
Definition
vksampler.cc:12
Vulkan::SamplerGetVk
const VkSampler & SamplerGetVk(const CoreGraphics::SamplerId &id)
get vulkan sampler
Definition
vksampler.cc:18
sampler.h
Samplers.
CoreGraphics::SamplerId
Definition
sampler.h:17
code
render
coregraphics
vk
vksampler.h
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