Expand description
Common imports for convenience.
Modules§
- ecs
- ECS types exposed through the SDK.
- materials
- Built-in material types.
- math
- Math types and utilities.
- shaders
- Built-in engine shaders.
Structs§
- Asset
Handle - A thread-safe, reference-counted handle to a loaded asset’s data.
- Asset
Metadata - Serializable metadata that describes an asset and its relationships.
- AssetUUID
- A globally unique, persistent identifier for a logical asset.
- Buffer
Descriptor - A descriptor used to create a
BufferId. - Buffer
Id - An opaque handle to a GPU buffer resource.
- Buffer
Usage - A set of flags describing the allowed usages of a
BufferId. - Color
Target State Descriptor - Describes the state of a single color target in a render pass.
- Color
Writes - A bitmask to enable or disable writes to individual color channels.
- Depth
Bias State - Describes depth biasing, used to prevent z-fighting.
- Depth
Stencil State Descriptor - Describes the state for depth and stencil testing.
- Engine
Context - Engine context providing access to various subsystems.
- Handle
Component - A generic ECS component that associates an entity with a shared asset resource. It holds both a handle to the loaded data and the asset’s unique identifier.
- Multisample
State Descriptor - Describes the multisampling state for a render pipeline.
- Pipeline
Layout Descriptor - A descriptor for a
PipelineLayoutId. Defines the set of resource bindings (e.g., uniform buffers, textures) a pipeline can access. - Render
Object - A low-level representation of a single draw call to be processed by a [
RenderLane]. - Render
Pipeline Descriptor - A complete descriptor for a render pipeline.
- Render
Pipeline Id - An opaque handle to a compiled render pipeline state object.
- SaaTracking
Allocator - A wrapper around a
GlobalAllocimplementation (likestd::alloc::System) that intercepts allocation calls to update the global memory counters defined inkhora_core::memory. - Shader
Module Descriptor - A descriptor used to create a
ShaderModuleId. - Shader
Module Id - An opaque handle to a compiled shader module.
- Shader
Stage - Flags representing which shader stages can access a resource binding.
- Stencil
Face State - Describes the stencil test and operations for a single face of a primitive.
- Vertex
Attribute Descriptor - Describes a single vertex attribute within a vertex buffer layout.
- Vertex
Buffer Layout Descriptor - Describes the memory layout of a single vertex buffer.
Enums§
- Asset
Source - Represents the physical source of an asset’s data.
- Compare
Function - The comparison function used for depth and stencil testing.
- Index
Format - Specifies the data type of indices in an index buffer.
- Mouse
Button - An engine-internal representation of a mouse button.
- Sample
Count - The number of samples per pixel for Multisample Anti-Aliasing (MSAA).
- Shader
Source Data - Represents the source code for a shader module.
- Texture
Format - Defines the memory format of pixels in a texture.
- Vertex
Format - The memory format of a single vertex attribute’s data.
- Vertex
Step Mode - Defines how often the GPU advances to the next element in a vertex buffer.