Libraries.Game.Graphics.Vulkan.VulkanDescriptorSetLayout Documentation

Inherits from: Libraries.Language.Object

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Create(Libraries.Game.Graphics.Vulkan.VulkanDevice device, Libraries.Containers.Array<Libraries.Game.Graphics.Vulkan.VulkanDescriptorSetLayoutBinding> bindings, integer layoutFlags)

This action creates a VulkanDescriptorSetLayout for the given bindings and with the provided layout flags.

Parameters

Return

boolean:

Create(Libraries.Game.Graphics.Vulkan.VulkanDevice device, Libraries.Containers.Array<Libraries.Game.Graphics.Vulkan.VulkanDescriptorSetLayoutBinding> bindings)

This action creates a VulkanDescriptorSetLayout for the given bindings with no flags set for the layout (layoutFlags = 0). This is sufficient for most typical use cases of descriptor set layouts.

Parameters

Return

boolean:

CreateUpdateAfterBind(Libraries.Game.Graphics.Vulkan.VulkanDevice device, Libraries.Containers.Array<Libraries.Game.Graphics.Vulkan.VulkanDescriptorSetLayoutBinding> bindings)

This action creates a VulkanDescriptorSetLayout for the given bindings, and sets the layout flags to DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT from the Vulkan constants. The descriptors in this set can be changed after binding, and the set can be used with nonuniform indexing inside of shaders.

Parameters

Return

boolean:

Dispose()

This action creates a VulkanDescriptorSetLayout for the given bindings with no flags set for the layout (layoutFlags = 0). This is sufficient for most typical use cases of descriptor set layouts.

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)

GetBindings()

GetDevice()

This action creates a VulkanDescriptorSetLayout for the given bindings, and sets the layout flags to DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT from the Vulkan constants. The descriptors in this set can be changed after binding, and the set can be used with nonuniform indexing inside of shaders.

Return

Libraries.Game.Graphics.Vulkan.VulkanDevice:

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()

IsInitialized()

Return

boolean