KarmaEngine
Game Engine for practical learning and research purposes
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Data structure for synchronous operations (relevant to rendering in this context). More...
#include <KarmaGuiVulkanHandler.h>
Public Attributes | |
VkFence | Fence |
A handle to fence object. | |
VkSemaphore | ImageAcquiredSemaphore |
Handle to semaphore object for next available presentable image (vkAcquireNextImageKHR). | |
VkSemaphore | RenderCompleteSemaphore |
Handle to semaphore to wait for before issuing the present request (vkQueuePresentKHR). | |
VkCommandBuffer | CommandBuffer |
Object used to record commands which can be subsequently submitted to a device queue for execution. | |
Data structure for synchronous operations (relevant to rendering in this context).
VkCommandBuffer Karma::KarmaGui_Vulkan_Frame_On_Flight::CommandBuffer |
Object used to record commands which can be subsequently submitted to a device queue for execution.
VkFence Karma::KarmaGui_Vulkan_Frame_On_Flight::Fence |
A handle to fence object.
Fences are a synchronization primitive that can be used to insert a dependency from a queue to the host. Fences have two states - signaled and unsignaled. A fence can be signaled as part of the execution of a queue submission command. Fences can be unsignaled on the host with vkResetFences. Fences can be waited on by the host with the vkWaitForFences command, and the current state can be queried with vkGetFenceStatus.
VkSemaphore Karma::KarmaGui_Vulkan_Frame_On_Flight::ImageAcquiredSemaphore |
Handle to semaphore object for next available presentable image (vkAcquireNextImageKHR).
Semaphores are a synchronization primitive that can be used to insert a dependency between queue operations or between a queue operation and the host. Binary semaphores have two states - signaled and unsignaled. Timeline semaphores have a strictly increasing 64-bit unsigned integer payload and are signaled with respect to a particular reference value. A semaphore can be signaled after execution of a queue operation is completed, and a queue operation can wait for a semaphore to become signaled before it begins execution. A timeline semaphore can additionally be signaled from the host with the vkSignalSemaphore command and waited on from the host with the vkWaitSemaphores command.
VkSemaphore Karma::KarmaGui_Vulkan_Frame_On_Flight::RenderCompleteSemaphore |
Handle to semaphore to wait for before issuing the present request (vkQueuePresentKHR).
Semaphores are a synchronization primitive that can be used to insert a dependency between queue operations or between a queue operation and the host. Binary semaphores have two states - signaled and unsignaled. Timeline semaphores have a strictly increasing 64-bit unsigned integer payload and are signaled with respect to a particular reference value. A semaphore can be signaled after execution of a queue operation is completed, and a queue operation can wait for a semaphore to become signaled before it begins execution. A timeline semaphore can additionally be signaled from the host with the vkSignalSemaphore command and waited on from the host with the vkWaitSemaphores command.