|
| enum class | Raven::ShaderDataType {
Raven::ShaderDataType::None = 0
, Raven::ShaderDataType::Float
, Raven::ShaderDataType::Float2
, Raven::ShaderDataType::Float3
,
Raven::ShaderDataType::Float4
, Raven::ShaderDataType::Mat3
, Raven::ShaderDataType::Mat4
, Raven::ShaderDataType::Int
,
Raven::ShaderDataType::Int2
, Raven::ShaderDataType::Int3
, Raven::ShaderDataType::Int4
, Raven::ShaderDataType::Bool
} |
| | Enumerates common shader data types for vertex attributes. More...
|
| enum class | Raven::FramebufferBlendMode {
Raven::FramebufferBlendMode::None = 0
, Raven::FramebufferBlendMode::OneZero
, Raven::FramebufferBlendMode::SrcAlphaOneMinusSrc
, Raven::FramebufferBlendMode::Additive
,
Raven::FramebufferBlendMode::Zero_SrcColor
} |
| | Defines blending modes used when compositing framebuffer outputs. More...
|
| enum class | Raven::AttachmentLoadOp : u8 { Raven::AttachmentLoadOp::Inherit = 0
, Raven::AttachmentLoadOp::Clear = 1
, Raven::AttachmentLoadOp::Load = 2
, Raven::AttachmentLoadOp::DontCare = 3
} |
| | Specifies load operations for framebuffer attachments at render pass start. More...
|
| enum class | Raven::VSyncModes : u8 { Raven::VSyncModes::Off = 0
, Raven::VSyncModes::On = 1
} |
| | Specifies vertical synchronization modes for frame presentation. More...
|
| enum class | Raven::ImageFormat : u8 {
Raven::ImageFormat::RGBA8
, Raven::ImageFormat::RGBA8_UNORM
, Raven::ImageFormat::BGRA8_SRGB
, Raven::ImageFormat::BGRA8_UNORM
,
Raven::ImageFormat::RGBA16F
, Raven::ImageFormat::RGBA32F
, Raven::ImageFormat::DEPTH32STENCIL8
} |
| | Defines formats for images and textures. More...
|
| enum class | Raven::ColorSpace : u8 { Raven::ColorSpace::SRGB_NONLINEAR
, Raven::ColorSpace::DisplayP3
, Raven::ColorSpace::AdobeRGB
, Raven::ColorSpace::Rec2020
} |
| | Enumerates color spaces used in rendering. More...
|
| enum class | Raven::ImageUsage : u8 {
Raven::ImageUsage::ColorAttachment = 1 << 0
, Raven::ImageUsage::DepthStencilAttachment = 1 << 1
, Raven::ImageUsage::Sampled = 1 << 2
, Raven::ImageUsage::Storage = 1 << 3
,
Raven::ImageUsage::TransferSrc = 1 << 4
, Raven::ImageUsage::TransferDst = 1 << 5
, Raven::ImageUsage::Texture = 1 << 6
, Raven::ImageUsage::HostRead = 1 << 7
} |
| | Flags describing intended usage of images. More...
|
| enum class | Raven::ImageLayout {
Raven::ImageLayout::Undefined = 0
, Raven::ImageLayout::General = 1
, Raven::ImageLayout::ColorAttachmentOptimal = 2
, Raven::ImageLayout::DepthStencilAttachmentOptimal = 3
,
Raven::ImageLayout::DepthStencilReadOnlyOptimal = 4
, Raven::ImageLayout::ShaderReadOnlyOptimal = 5
, Raven::ImageLayout::TransferSrcOptimal = 6
, Raven::ImageLayout::TransferDstOptimal = 7
,
Raven::ImageLayout::PreInitialized = 8
} |
| | Specifies image layouts for Vulkan synchronization. More...
|
| enum class | Raven::CompositeAlpha : u8 { Raven::CompositeAlpha::Opaque
, Raven::CompositeAlpha::PreMultiplied
, Raven::CompositeAlpha::PostMultiplied
, Raven::CompositeAlpha::Inherit
} |
| | Alpha compositing modes for swapchain images. More...
|
| enum class | Raven::ShaderStage : u8 { Raven::ShaderStage::Vertex
, Raven::ShaderStage::Fragment
} |
| | Shader stages relevant for pipeline configuration. More...
|
| enum class | Raven::PrimitiveTopology : u8 {
Raven::PrimitiveTopology::None = 0
, Raven::PrimitiveTopology::Points
, Raven::PrimitiveTopology::Lines
, Raven::PrimitiveTopology::Triangles
,
Raven::PrimitiveTopology::LineStrip
, Raven::PrimitiveTopology::TriangleStrip
, Raven::PrimitiveTopology::TriangleFan
} |
| | Defines the type of primitives to assemble from vertex data. More...
|
| enum class | Raven::DepthCompareOperator : u8 {
Raven::DepthCompareOperator::None = 0
, Raven::DepthCompareOperator::Never
, Raven::DepthCompareOperator::NotEqual
, Raven::DepthCompareOperator::Less
,
Raven::DepthCompareOperator::LessOrEqual
, Raven::DepthCompareOperator::Greater
, Raven::DepthCompareOperator::GreaterOrEqual
, Raven::DepthCompareOperator::Equal
,
Raven::DepthCompareOperator::Alyways
} |
| | Comparison operators for depth testing. More...
|
API-agnostic rendering interface and orchestration layer. Handles resource lifecycles, scene drawing, and abstraction.