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vkshaderpool.h File Reference
#include "core/refcounted.h"
#include "coregraphics/config.h"
#include "resources/resourcestreamcache.h"
#include "util/dictionary.h"
#include "coregraphics/shaderfeature.h"
#include "lowlevel/vk/vkprogram.h"
#include "coregraphics/shader.h"
#include "vkloader.h"
#include "coregraphics/buffer.h"
#include "coregraphics/shaderidentifier.h"
#include "coregraphics/resourcetable.h"
#include "vkshaderprogram.h"
#include "vktexture.h"
#include "vkshader.h"

Go to the source code of this file.

Classes

class  Vulkan::VkShaderCache
 
struct  Vulkan::VkShaderCache::VkShaderRuntimeInfo
 
struct  Vulkan::VkShaderCache::DescriptorSetBinding
 
struct  Vulkan::VkShaderCache::BufferMapping
 
struct  Vulkan::VkShaderCache::VkShaderSetupInfo
 
struct  Vulkan::VkShaderCache::VkReflectionInfo
 
struct  Vulkan::VkShaderCache::VkReflectionInfo::UniformBuffer
 
struct  Vulkan::VkShaderCache::VkReflectionInfo::Variable
 

Namespaces

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

Functions

void CoreGraphics::SetShaderProgram (const CoreGraphics::ShaderProgramId pro, const CoreGraphics::QueueType queue, const bool bindSharedResources)