Hubris Engine Dev
A Project to learn and get into Game Engine developement.
 
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Hubris::Graphics::Vulkan Namespace Reference

Classes

struct  Device
 A struct to hold the device information and Important features availability. It's mainly used to cache information for faster Engine startup. More...
 
struct  Queue
 
struct  QueueFamily
 Basic info about a QueueFamily. More...
 
class  vkBackend
 The Vulkan backend manager. More...
 
class  vkRenderer
 
class  vkShader
 
class  vkSwapchain
 
class  vkWindow
 Vulkan specific Windowing implementation. More...
 

Functions

constexpr VkShaderStageFlagBits VkShaderStageToFlags (const ShaderStage &stage) noexcept
 
constexpr VkFormat FormatToVkFormat (Format format) noexcept
 
constexpr Format VkFormatToFormat (VkFormat format) noexcept
 

Variables

const bool enableValidationLayers = true
 

Function Documentation

◆ FormatToVkFormat()

VkFormat Hubris::Graphics::Vulkan::FormatToVkFormat ( Format format)
constexprnoexcept

Definition at line 28 of file Utility.h.

◆ VkFormatToFormat()

Format Hubris::Graphics::Vulkan::VkFormatToFormat ( VkFormat format)
constexprnoexcept

Definition at line 75 of file Utility.h.

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◆ VkShaderStageToFlags()

VkShaderStageFlagBits Hubris::Graphics::Vulkan::VkShaderStageToFlags ( const ShaderStage & stage)
inlineconstexprnoexcept

Definition at line 7 of file Utility.h.

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Variable Documentation

◆ enableValidationLayers

const bool Hubris::Graphics::Vulkan::enableValidationLayers = true

Definition at line 13 of file vkBackend.h.