KarmaEngine
Game Engine for practical learning and research purposes
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Structure with data required for appropriate creation and working of swapchain. More...
#include <VulkanContext.h>
Public Attributes | |
VkSurfaceCapabilitiesKHR | capabilities |
Basic surface capabilities (min/max number of images in swap chain, min/max width and height of images) | |
std::vector< VkSurfaceFormatKHR > | formats |
Surface formats (pixel format, color space) | |
std::vector< VkPresentModeKHR > | presentModes |
Available presentation modes. | |
Structure with data required for appropriate creation and working of swapchain.
Vulkan does not have the concept of a "default framebuffer", hence it requires an infrastructure that will own the buffers we will render to before we visualize them on the screen. This infrastructure is known as the swap chain and must be created explicitly in Vulkan. The swap chain is essentially a queue of images that are waiting to be presented to the screen.
VkSurfaceCapabilitiesKHR Karma::SwapChainSupportDetails::capabilities |
Basic surface capabilities (min/max number of images in swap chain, min/max width and height of images)
std::vector<VkSurfaceFormatKHR> Karma::SwapChainSupportDetails::formats |
Surface formats (pixel format, color space)
std::vector<VkPresentModeKHR> Karma::SwapChainSupportDetails::presentModes |
Available presentation modes.