KarmaEngine
Game Engine for practical learning and research purposes
|
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. | |
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.
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.
VkImageView Karma::KarmaGui_ImplVulkanH_ImageFrame::BackbufferView |
VulkanContext m_swapChainImageViews equivalent. Again, the number is same.
VkFramebuffer Karma::KarmaGui_ImplVulkanH_ImageFrame::Framebuffer |
A handle to framebuffer which represents a collection of specific memory attachments that a render pass instance uses.