Nebula
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vksampler.h
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1#pragma once
2//------------------------------------------------------------------------------
9//------------------------------------------------------------------------------
11#include "ids/idallocator.h"
12
13namespace Vulkan
14{
15
16typedef Ids::IdAllocator<
17 VkDevice,
18 VkSampler,
19 uint32_t
22
24const VkSampler& SamplerGetVk(const CoreGraphics::SamplerId& id);
25
26} // namespace Vulkan
27
28namespace CoreGraphics
29{
30
32SamplerCreateInfo ToNebulaSamplerCreateInfo(const VkSamplerCreateInfo& info);
33
34}
An ID allocator associates an id with a slice in an N number of arrays.
Definition idallocator.h:39
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
SamplerCreateInfo ToNebulaSamplerCreateInfo(const VkSamplerCreateInfo &info)
use vulkan sampler create info to create Nebula sampler create info
Definition vksampler.cc:293
Vulkan implementation of GPU acceleration structure.
Definition vkaccelerationstructure.cc:15
Ids::IdAllocator< VkDevice, VkSampler, uint32_t > VkSamplerAllocator
Definition vksampler.h:20
VkSamplerAllocator samplerAllocator
Definition vksampler.cc:12
const VkSampler & SamplerGetVk(const CoreGraphics::SamplerId &id)
get vulkan sampler
Definition vksampler.cc:18
Samplers.
Definition sampler.h:17