KarmaEngine
Game Engine for practical learning and research purposes
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Karma::KarmaGui_ImplVulkanH_ImageFrame Struct Reference

Helper structure to hold the data needed by one rendering ImageFrame (different from the FRAME_IN_FLIGHT frame!) (Used by multi-viewport features. We gonna just use this.). The number of frames is MinImageCount = m_MinImageCount + 1. More...

#include <KarmaGuiVulkanHandler.h>

Public Attributes

VkImage Backbuffer
 VulkanContext m_swapChainImages equivalent. The number of images (MinImageCount = m_MinImageCount + 1) recordings on CPU that may happen whilst the rendering is being done on GPU.
 
VkImageView BackbufferView
 VulkanContext m_swapChainImageViews equivalent. Again, the number is same.
 
VkFramebuffer Framebuffer
 A handle to framebuffer which represents a collection of specific memory attachments that a render pass instance uses.
 

Detailed Description

Helper structure to hold the data needed by one rendering ImageFrame (different from the FRAME_IN_FLIGHT frame!) (Used by multi-viewport features. We gonna just use this.). The number of frames is MinImageCount = m_MinImageCount + 1.

Note
Please zero-clear before use!
See also
KarmaGuiVulkanHandler::ShareVulkanContextResourcesOfMainWindow
Since
Karma 1.0.0

Member Data Documentation

◆ Backbuffer

VkImage Karma::KarmaGui_ImplVulkanH_ImageFrame::Backbuffer

VulkanContext m_swapChainImages equivalent. The number of images (MinImageCount = m_MinImageCount + 1) recordings on CPU that may happen whilst the rendering is being done on GPU.

Since
Karma 1.0.0

◆ BackbufferView

VkImageView Karma::KarmaGui_ImplVulkanH_ImageFrame::BackbufferView

VulkanContext m_swapChainImageViews equivalent. Again, the number is same.

Since
Karma 1.0.0

◆ Framebuffer

VkFramebuffer Karma::KarmaGui_ImplVulkanH_ImageFrame::Framebuffer

A handle to framebuffer which represents a collection of specific memory attachments that a render pass instance uses.

Since
Karma 1.0.0

The documentation for this struct was generated from the following file: