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

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.
 

Detailed Description

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.

Since
Karma 1.0.0

Member Data Documentation

◆ capabilities

VkSurfaceCapabilitiesKHR Karma::SwapChainSupportDetails::capabilities

Basic surface capabilities (min/max number of images in swap chain, min/max width and height of images)

Since
Karma 1.0.0

◆ formats

std::vector<VkSurfaceFormatKHR> Karma::SwapChainSupportDetails::formats

Surface formats (pixel format, color space)

Since
Karma 1.0.0

◆ presentModes

std::vector<VkPresentModeKHR> Karma::SwapChainSupportDetails::presentModes

Available presentation modes.

Since
Karma 1.0.0

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