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VK: doc++

pull/504/head
Vladimír Vondruš 5 years ago
parent
commit
1a0a96612f
  1. 4
      src/Magnum/Vk/Device.h
  2. 2
      src/Magnum/Vk/Shader.h
  3. 10
      src/Magnum/Vk/ShaderSet.h

4
src/Magnum/Vk/Device.h

@ -114,7 +114,9 @@ explicitly enabled.
@snippet MagnumVk.cpp Device-creation-check-supported
With both @ref Instance and @ref Device created, you can proceed to setting up
a @ref CommandPool.
a @ref CommandPool and a @ref Pipeline, which will then need a
@ref ShaderSet and a @ref PipelineLayout. For rasterization pipelines, you'll
additionally need a @ref MeshLayout and a @ref RenderPass.
@subsection Vk-Device-portability-subset Vulkan portability subset

2
src/Magnum/Vk/Shader.h

@ -142,6 +142,8 @@ keeping a loaded file in scope until it's consumed by the @ref Shader
constructor:
@snippet MagnumVk.cpp Shader-creation
@see @ref CORRADE_INTERNAL_ASSERT_EXPRESSION()
*/
class MAGNUM_VK_EXPORT Shader {
public:

10
src/Magnum/Vk/ShaderSet.h

@ -110,11 +110,11 @@ pipeline.
@section Vk-ShaderSet-usage Usage
Based on whether the shader set is for a rasterization, compute or ray tracing
pipeline, you'll call @ref addShader() with all stages that the pipeline needs.
At the very least you need to specify what stage is the shader for and the
entrypoint name --- usually it'd be @cpp main() @ce, but there can be also
SPIR-V shader modules with multiple entry points, which is why this parameter
is needed.
pipeline, you'll call @ref addShader() with all @ref Shader stages that the
pipeline needs. At the very least you need to specify what stage is the shader
for and the entrypoint name --- usually it'd be @cpp main() @ce, but there can
be also SPIR-V shader modules with multiple entry points, which is why this
parameter is needed.
@snippet MagnumVk.cpp ShaderSet-usage

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