Re-exports§
pub use peridot_archive as archive;
pub use peridot_math as math;
pub use self::utils::*;
Modules§
Macros§
Structs§
- Autoclose
Mapped Memory Range - AxisKey
- Represents key input pair as emulated as axis input
- Buffer
- A buffer object bound with a memory object.
- Buffer
Prealloc - Buffer
View - A view of the buffer.
- Buffer
With Length - Colored
Vertex - Command
Bundle - Copy
Buffer Pair - Decoded
Pixel Data - Descriptor
SetUpdate Batch - Batching mechanism for Updating Descriptor Sets
- Device
Buffer View - a view of the buffer in GPU Address.
- Device
Working Cube Texture - RenderCubeTexture without Readback to CPU
- Device
Working Cube Texture Ref - Device
Working Texture2D - RenderTexture2D without Readback to CPU
- Device
Working Texture2D Ref - Device
Working Texture3D - RenderTexture3D without Readback to CPU
- Device
Working Texture3D Ref - Device
Working Texture Allocator - DeviceWorkingTexture Management Arena
- Device
Working Texture Store - Allocated DeviceWorkingTexture Arena
- Discardable
- Discardable1
- Engine
- Engine
Event Receiver - Event
Queue - Exclusive
Locked Shared Memory Block - Frame
Data - Game
Timer - Graphics
- Graphics manager
- Image
- An image object bound with a memory object.
- Image
Key - Indexed
Primitive - Input
Process - Input
Process Shared State - Integrated
Swapchain - WSI Swapchain implementation for PlatformPresenter
- Integrated
Swapchain Object Backbuffer Ref - Late
Init - Layouted
Pipeline - Local
Command Bundle - Memory
Badget - Memory
Type Manager - Native
Event Receiver - Next
Event Future - Primitive
- Ready
Resource Barriers - Resource
Key - Shared
Memory Block - Sparse
Residency Support Bits - Specifies which type of resource is supports sparse residency?
- Spirv
Shader Blob - An shader blob representation as Asset
- Submission
Batch Builder - Surface
Info - Texture2D
- Transfer
Batch - Batching Manager for Transferring Operations.
- Transfer
Batch2 - Transferrable
Buffer Resource Compare Cell - Unbounded
Standalone Buffer - A buffer object that unbounded with any memory objects.
- Unbounded
Standalone Image - An image object that unbounded with any memory objects.
- VertexUV
- VertexU
V2D - Vulkan
Extension - Vulkan
Gfx
Enums§
- Buffer
Content - (size, align)
- CBSubmission
Type - Engine
Event - Event
- Memory
Badget Entry - Memory
Bound Resource - Native
Analog Input - Analog(Motions) Input
- Native
Button Input - Digital(Buttons) Input
- Pixel
Format - Prepare
Frame Error - Subpass
Dependency Templates
Traits§
- Default
Render Commands - Device
Working Texture Ref - DeviceWorkingTexture Reference
- Engine
Events - Feature
Requests - From
Asset - From
Streaming Asset - Input
Stream - LDRImage
Asset - Low Dynamic Range(8bit colors) image asset
- Logical
Asset Data - Mappable
Native Input Type - Model
Data - Native
Input - Native
Linker - Platform
Asset Loader - Platform
Presenter - Transferrable
Buffer Resource