VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
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vex::VulkanResources Member List

This is the complete list of members for vex::VulkanResources, including all inherited members.

createColorLUT()vex::VulkanResources
createDefaultTexture()vex::VulkanResources
createDescriptorResources()vex::VulkanResourcesprivate
createParticleSSBOs()vex::VulkanResourcesprivate
createPerMeshTextureSets()vex::VulkanResourcesprivate
createTextureFromRaw(const std::vector< unsigned char > &rgba, int w, int h, const std::string &name)vex::VulkanResources
createTextureSampler()vex::VulkanResourcesprivate
createUniformBuffers()vex::VulkanResources
defaultTextureName (defined in vex::VulkanResources)vex::VulkanResourcesprivate
getBindlessDescriptorSet() constvex::VulkanResourcesinline
getBindlessLayout() constvex::VulkanResourcesinline
getDefaultTextureName() constvex::VulkanResourcesinline
getDescriptorLayout() constvex::VulkanResourcesinline
getDescriptorSet(uint32_t frameIndex) constvex::VulkanResourcesinline
getDescriptorSetPtr(uint32_t frameIndex)vex::VulkanResourcesinline
getParticleDescriptorSet(uint32_t frameIndex) constvex::VulkanResourcesinline
getParticleMappedData(uint32_t frameIndex) constvex::VulkanResourcesinline
getTextureDescriptorSet(uint32_t frameIndex, uint32_t textureIndex) constvex::VulkanResources
getTextureIndex(const std::string &name)vex::VulkanResources
getTextureSampler() constvex::VulkanResourcesinline
getTextureView(const std::string &name) constvex::VulkanResources
getUBODescriptorSet(uint32_t frameIndex) constvex::VulkanResources
loadTexture(const std::string &path, const std::string &name)vex::VulkanResources
loadTexturesBatched(const std::vector< std::string > &paths)vex::VulkanResources
m_descriptorPool (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_descriptorSetLayout (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_descriptorSets (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_ignoredTexturePaths (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_lightAllocs (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_lightBuffers (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_particleAllocs (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_particleDescriptorPool (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_particleDescriptorSets (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_particleMappedData (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_particleSSBOs (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_r_context (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_sceneAllocs (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_sceneBuffers (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_textureAllocations (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_textureDescriptorSets (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_textureImages (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_textures (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_textureSampler (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_textureViews (defined in vex::VulkanResources)vex::VulkanResourcesprivate
m_vfs (defined in vex::VulkanResources)vex::VulkanResourcesprivate
textureExists(const std::string &name) constvex::VulkanResourcesinline
unloadTexture(const std::string &name)vex::VulkanResources
updateLightUBO(uint32_t frameIndex, uint32_t modelIndex, const SceneLightsUBO &data)vex::VulkanResources
updateSceneUBO(const SceneUBO &data)vex::VulkanResources
updateTextureDescriptor(uint32_t frameIndex, VkImageView textureView, uint32_t textureIndex)vex::VulkanResources
VulkanResources(VulkanContext &context, VirtualFileSystem *vfs)vex::VulkanResources
~VulkanResources()vex::VulkanResources