Skip to content

LiteFX::Rendering

Namespaces

Name
Backends

Types

NameDescription
Barrier A barrier used for GPU resource synchronization.
BarrierBuilder Base class for a builder that builds a Barrier.
BufferAttribute Stores meta data about a buffer attribute, i.e. a member or field of a descriptor or buffer.
CommandBuffer Represents a command buffer, that buffers commands that should be submitted to a CommandQueue.
CommandQueue Represents a command queue.
ComputePipeline Represents a compute Pipeline.
ComputePipelineBuilder Describes the interface of a compute pipeline builder.
DepthStencilState Stores the depth/stencil state of a see IRasterizer.
DescriptorBinding Describes a resource binding to a descriptor or descriptor set.
DescriptorBindingPoint Describes a single descriptor binding point within a IShaderModule.
DescriptorSet Defines a set of descriptors.
DescriptorSetLayout Describes the layout of a descriptor set.
DescriptorSetLayoutBuilder Builds a DescriptorSetLayout for a PipelineLayout.
DetailedMemoryStatistics Stores extended memory statistics, that can be queried by calling IGraphicsFactory::detailedMemoryStatistics.
DeviceState A class that can be used to manage the state of a IGraphicsDevice.
FrameBuffer Stores the images used by a RenderPass to either read from using input attachments or write to using render targets.
FrameBuffer Stores the images used by a RenderPass to either read from using input attachments or write to using render targets.
GraphicsDevice Represents the graphics device that a rendering back-end is doing work on.
GraphicsDeviceFeatures Describes optional features that can be supported by a device.
GraphicsFactory Describes a factory that creates objects for a GraphicsDevice.
IAccelerationStructure Base interface for a ray tracing acceleration structure.
IBarrier The interface for a barrier.
IBottomLevelAccelerationStructure A structure that holds a singular entity of geometry for hardware ray-tracing.
IBuffer Base interface for buffer objects.
IBufferLayout Describes a buffer layout.
ICommandBuffer The interface for a command buffer.
ICommandQueue The interface for a command queue.
IComputePipeline The interface for a compute pipeline.
IDescriptorLayout Describes a the layout of a single descriptor within a DescriptorSet.
IDescriptorSet The interface for a descriptor set.
IDescriptorSetLayout The interface for a descriptor set layout.
IDeviceMemory Describes a chunk of device memory.
IFrameBuffer The interface for a frame buffer.
IGraphicsAdapter Represents a physical graphics adapter.
IGraphicsDevice The interface for a graphics device that.
IGraphicsFactory The interface for a graphics factory.
IImage Describes a generic image.
IIndexBuffer The interface for an index buffer.
IIndexBufferLayout Describes a index buffer layout.
IInputAssembler The interface for an input assembler state.
IMappable Allows for data to be mapped into the object.
IPipeline The interface for a pipeline.
IPipelineLayout The interface for a pipeline layout.
IPushConstantsLayout The interface for a push constants layout.
IPushConstantsRange Describes a range within a IPushConstantsLayout.
IRasterizer Represents the rasterizer state of a RenderPipeline.
IRayTracingPipeline The interface for a ray tracing pipeline.
IRenderBackend The interface to access a render backend.
IRenderPass The interface for a render pass.
IRenderPipeline The interface for a render pipeline.
IRenderTarget Represents a render target, i.e. an abstract view of the output of an RenderPass.
ISampler Describes a texture sampler.
IScissor The interface of a scissor.
IShaderModule Represents a single shader module, i.e. a part of a IShaderProgram.
IShaderProgram The interface for a shader program.
IShaderRecord Describes a record within a shader binding table.
IStateResource The interface for a state resource.
ISurface Represents a surface to render to.
ISwapChain Interface for a swap chain.
ITopLevelAccelerationStructure A structure that stores the instance data for a IBottomLevelAccelerationStructure.
IVertexBuffer The interface for a vertex buffer.
IVertexBufferLayout Describes a vertex buffer layout.
IViewport Interface for a viewport.
IndexBuffer Describes an index buffer.
IndirectBatch An indirect batch used to execute an standard draw call.
IndirectDispatchBatch An indirect batch used to dispatch a compute shader kernel.
IndirectIndexedBatch An indirect batch used to execute an indexed draw call.
InputAssembler Represents a the input assembler state of a RenderPipeline.
InputAssemblerBuilder Builds a InputAssembler.
MemoryHeapStatistics Stores simple memory heap statistics, that can be quickly queried by calling IGraphicsFactory::memoryStatistics
Pipeline Represents a pipeline state.
Pipeline Represents a pipeline state.
PipelineBindingHint A hint used during shader reflection to control the pipeline layout.
PipelineLayout Represents a the layout of a RenderPipeline, ComputePipeline or RayTracingPipeline.
PipelineLayoutBuilder Base class for a builder of a PipelineLayout.
PushConstantsLayout Describes the layout of the pipelines push constant ranges.
PushConstantsLayoutBuilder Builds a PushConstantsLayout for a PipelineLayout.
Rasterizer Implements a IRasterizer.
RasterizerBuilder Builds a Rasterizer.
RayTracingPipeline Represents a ray-tracing Pipeline.
RayTracingPipelineBuilder Describes the interface of a ray-tracing pipeline builder.
RenderBackend Defines a back-end, that provides a device instance for a certain surface and graphics adapter.
RenderPass Represents a render pass.
RenderPass Represents a render pass.
RenderPassBuilder Describes the interface of a render pass builder.
RenderPassDependency Represents a mapping between a set of RenderTarget instances and the input attachments of a IRenderPass.
RenderPipeline Represents a graphics Pipeline.
RenderPipeline Represents a graphics Pipeline.
RenderPipelineBuilder Describes the interface of a render pipeline builder.
RenderTarget Implements a render target.
ResourceAllocationInfo Contains the parameters for a resource allocation.
ResourceAllocationResult Stores the result of a resource allocation.
Scissor Implements a scissor.
ShaderBindingTableOffsets Describes the offsets and sizes of a shader group within a shader binding table buffer.
ShaderProgram Represents a shader program, consisting of multiple IShaderModule "IShaderModules".
ShaderProgramBuilder Base class for a builder that builds a ShaderProgram.
ShaderRecord Defines a generic shader record.
ShaderRecordCollection Stores a set of IShaderRecord "IShaderRecords" in that later form a shader binding table used for ray-tracing.
StateResource Base class for a resource that can be identified by a name string within a DeviceState.
SwapChain Represents a swap chain, i.e. a chain of multiple IImage instances, that can be presented to a ISurface.
TimingEvent An event that is used to measure timestamps in a command queue.
VertexBuffer Describes a vertex buffer.
VertexBufferLayoutBuilder Builds a IVertexBufferLayout.
Viewport Implements a viewport.
VirtualAllocator Represents a virtual allocator that manages memory distribution from a piece of raw memory.

Enums

NameDescription
AccelerationStructureFlags Controls how an acceleration structure should be built.
AllocationAlgorithm The allocation algorithm used by VirtualAllocator "VirtualAllocators".
AllocationBehavior Controls the allocation behavior of IGraphicsFactory.
AllocationStrategy The allocation strategy used by allocators (IGraphicsFactory and VirtualAllocator) when allocating new chunks of memory.
AttributeSemantic Describes the semantic of a buffer attribute.
BlendFactor Specifies a blend factor.
BlendOperation Specifies a blend operation.
BorderMode Describes how to treat texture coordinates that are outside the domain [0..1].
BufferFormat Describes a buffer attribute format.
BufferType Describes the type of a IBuffer.
CompareOperation Describes the operation used to compare depth or stencil values during depth/stencil tests.
CullMode Describes which faces are culled by the Rasterizer stage.
CullOrder Describes the order or vertex winding, that is used to determine, whether a polygon is facing towards or away from the camera.
DefragmentationStrategy The strategy to apply to a defragmentation pass.
DescriptorHeapType The target heap type for a descriptor.
DescriptorType Describes the type of a IDescriptorLayout.
FilterMode Describes the filter operation when accessing a pixel from a texture coordinate.
Format Describes a texel format.
GeometryFlags Controls how a geometry that is part of a bottom-level acceleration structure (BLAS) behaves during ray-tracing.
GpuPreference Provides a preference setting when selecting an adapter.
GraphicsAdapterType Defines different types of graphics adapters.
ImageDimensions Describes the dimensions of a image resource, i.e. the dimensions that are required to access a texel or describe the image extent.
ImageLayout Specifies the layout of an IImage resource.
IndexType Describes the element type of an index buffer.
InstanceFlags Controls how an instance within a ITopLevelAccelerationStructure behaves during ray-tracing.
MipMapMode Describes the filter operation between two mip-map levels.
MultiSamplingLevel Describes the number of samples with which a IImage is sampled.
PipelineStage Defines pipeline stages as points where synchronization may occur.
PolygonMode Describes the draw mode for polygons.
PrimitiveTopology Describes the topology of a mesh primitive.
QueuePriority Specifies the priority with which a queue is scheduled on the GPU.
QueueType Represents the type of a CommandQueue.
RenderTargetFlags Describes the behavior of render targets.
RenderTargetType Describes the type of a render target.
ResourceAccess Defines how a IBuffer or IImage resource is accessed.
ResourceHeap Defines where a resource (buffer or image) memory is located and from where it can be accessed.
ResourceUsage Describes the intended usage for a resource.
ShaderBindingGroup Describes a group or combination of groups of a shader binding table.
ShaderRecordType Describes the type of a shader module record within a shader collection or shader binting table.
ShaderStage Describes the valid shader stages of a graphics pipeline.
StencilOperation An operation that is applied to the stencil buffer.
VertexBufferInputRate The rate at which a vertex buffer of a certain IVertexBufferLayout is made available for vertex shaders.
WriteMask Specifies a write mask for a color buffer.

Functions

NameDescription
getBufferFormatChannelSize Returns the number of bytes used by a channel of a buffer format.
getBufferFormatChannels Returns the number of channels for a buffer format.
getBufferFormatType Returns the underlying data type of a buffer format.
getSize Returns the size of an element of a specified format.
hasDepth Returns true, if the format contains a depth channel.
hasStencil Returns true, if the format contains a stencil channel.
operator& Bitwise conjunction operators
operator&= Bitwise conjunction assignment operators
operator| Bitwise disjunction operators
operator|= Bitwise disjunction assignment operators

Variables

NameDescription
SHADER_RECORD_LOCAL_DATA_ALIGNMENT The size (in bytes) to which shader record local data must be aligned.

Concepts

NameDescription
render_backend Concept that can be used to refer to render backend implementations.

Using Namespace Directives

Name
LiteFX
Math