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Vk: add a short human-readable description to each Vulkan object.

pull/504/head
Vladimír Vondruš 5 years ago
parent
commit
048a9a6a0b
  1. 4
      src/Magnum/Vk/CommandBuffer.h
  2. 3
      src/Magnum/Vk/Device.h
  3. 3
      src/Magnum/Vk/Fence.h
  4. 4
      src/Magnum/Vk/Instance.h
  5. 1
      src/Magnum/Vk/Memory.h
  6. 6
      src/Magnum/Vk/Pipeline.h
  7. 10
      src/Magnum/Vk/Queue.h
  8. 3
      src/Magnum/Vk/Sampler.h
  9. 3
      src/Magnum/Vk/Shader.h

4
src/Magnum/Vk/CommandBuffer.h

@ -175,7 +175,9 @@ CORRADE_ENUMSET_OPERATORS(CommandBufferResetFlags)
@brief Command buffer
@m_since_latest
Wraps a @type_vk_keyword{CommandBuffer}.
Wraps a @type_vk_keyword{CommandBuffer}. Command buffers are used to record
all work done on a Vulkan device such as pipeline setup, draws, compute
dispatch or data transfers.
@section Vk-CommandBuffer-allocation Command buffer allocation and recycling

3
src/Magnum/Vk/Device.h

@ -54,7 +54,8 @@ namespace Implementation {
@m_since_latest
Wraps a @type_vk_keyword{Device} and stores device-specific Vulkan function
pointers.
pointers. A device provides an abstraction over a physical GPU or a CPU with
Vulkan capabilities.
@section Vk-Device-creation Device creation

3
src/Magnum/Vk/Fence.h

@ -45,7 +45,8 @@ namespace Magnum { namespace Vk {
@brief Fence
@m_since_latest
Wraps a @type_vk_keyword{Fence}.
Wraps a @type_vk_keyword{Fence}, which is used for synchronizing the CPU to a
queue execution done on a Vulkan device.
@section Vk-Fence-creation Fence creation

4
src/Magnum/Vk/Instance.h

@ -52,7 +52,9 @@ namespace Implementation {
@m_since_latest
Wraps a @type_vk_keyword{Instance} and stores instance-specific Vulkan function
pointers.
pointers. An instance provides device enumeration and management of Vulkan
layers that enable additional functionality such as command validation or
tracing / debugging.
@section Vk-Instance-creation Instance creation

1
src/Magnum/Vk/Memory.h

@ -119,6 +119,7 @@ MAGNUM_VK_EXPORT Debug& operator<<(Debug& debug, MemoryFlags value);
@m_since_latest
Wraps a @type_vk_keyword{DeviceMemory} and handles its allocation and mapping.
Device memory is backing Vulkan buffers, images and other objects.
@section Vk-Memory-allocation Memory allocation

6
src/Magnum/Vk/Pipeline.h

@ -76,7 +76,11 @@ MAGNUM_VK_EXPORT Debug& operator<<(Debug& debug, PipelineBindPoint value);
@brief Pipeline
@m_since_latest
Wraps a @type_vk_keyword{Pipeline}.
Wraps a @type_vk_keyword{Pipeline}. A pipeline contains all state for execution
of either rasterization commands or a compute dispatch and among other things
contains shaders, pipeline layout specifying how uniform buffers, samplers and
other resources are bound, or a render pass describing how framebuffer
attachments get used.
@section Vk-Pipeline-creation-rasterization Rasterization pipeline creation

10
src/Magnum/Vk/Queue.h

@ -43,10 +43,12 @@ namespace Magnum { namespace Vk {
@brief Queue
@m_since_latest
Wraps a @type_vk_keyword{Queue}. See @ref Vk-Device-creation for information
about how queues are created and retrieved from a device and
@ref Vk-CommandBuffer-usage for an overview of recording and submitting
command buffers to a queue.
Wraps a @type_vk_keyword{Queue}, which is used to submit command buffers for
execution on the device.
See @ref Vk-Device-creation for information about how queues are created and
retrieved from a device and @ref Vk-CommandBuffer-usage for an overview of
recording and submitting command buffers to a queue.
@see @ref DeviceCreateInfo::addQueues(), @ref submit()
*/
class MAGNUM_VK_EXPORT Queue {

3
src/Magnum/Vk/Sampler.h

@ -42,7 +42,8 @@ namespace Magnum { namespace Vk {
@brief Sampler
@m_since_latest
Wraps a @type_vk_keyword{Sampler}.
Wraps a @type_vk_keyword{Sampler}, which describes how shaders perform
texturing.
@section Vk-Sampler-creation Sampler creation

3
src/Magnum/Vk/Shader.h

@ -129,7 +129,8 @@ CORRADE_ENUMSET_OPERATORS(ShaderStages)
@brief Shader
@m_since_latest
Wraps a @type_vk_keyword{ShaderModule}.
Wraps a @type_vk_keyword{ShaderModule}, which contains a SPIR-V binary with one
or more shader entrypoints.
@section Vk-Shader-creation Shader creation

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