diff --git a/src/Magnum/Vk/Device.h b/src/Magnum/Vk/Device.h index 84b4f8c45..8289e8621 100644 --- a/src/Magnum/Vk/Device.h +++ b/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 diff --git a/src/Magnum/Vk/Shader.h b/src/Magnum/Vk/Shader.h index 100ae29f3..1e89c555a 100644 --- a/src/Magnum/Vk/Shader.h +++ b/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: diff --git a/src/Magnum/Vk/ShaderSet.h b/src/Magnum/Vk/ShaderSet.h index 941490aa5..c47a2af6d 100644 --- a/src/Magnum/Vk/ShaderSet.h +++ b/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