KarmaEngine
Game Engine for practical learning and research purposes
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A structure for graphics and present queuefamilies. More...
#include <VulkanContext.h>
Public Member Functions | |
bool | IsComplete () |
Routine for querying if appropriate queue families (graphicsFamily and presentFamily) are available. | |
Public Attributes | |
std::optional< uint32_t > | graphicsFamily |
The queues in this queue family support graphics operations. | |
std::optional< uint32_t > | presentFamily |
The queues in this queue family support image presentation. | |
A structure for graphics and present queuefamilies.
Most operations performed with Vulkan, like draw commands and memory operations, are asynchronously executed by submitting them to a VkQueue. Queues are allocated from queue families, where each queue family supports a specific set of operations in its queues. For example, there could be separate queue families for graphics, compute and memory transfer operations.
Used for creating logical device, swapchain, and commandpool
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inline |
Routine for querying if appropriate queue families (graphicsFamily and presentFamily) are available.
std::optional<uint32_t> Karma::QueueFamilyIndices::graphicsFamily |
The queues in this queue family support graphics operations.
std::optional<uint32_t> Karma::QueueFamilyIndices::presentFamily |
The queues in this queue family support image presentation.
The image is presented to the surface