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When GraphicsBindingOpenXrVulkan is used, this must be filled out and passed to GraphicsBindingOpenXrVulkan.PrepareRender(VulkanRenderParameters) and GraphicsBindingOpenXrVulkan.BlitRemoteFrame(VulkanRenderParameters) once per frame.
struct Microsoft::Azure::RemoteRendering::VulkanRenderParameters
Vulkan graphics queue.
void* GraphicsQueue{};
Queue family index used by the graphics queue.
uint32_t QueueFamilyIndex{};
Vulkan command buffer to use for recoding.
void* CommandBuffer{};
Vulkan render pass used by the app to render into frame buffer.
void* RenderPass{};
Flag indicating whether the given frame buffer was created with a SRGB format.
bool Srgb{};
MSAA sample count of the given frame buffer.
uint32_t SampleCount{};
Current frame number. Note, must be strictly increasing. Can be used to track lifetime of own resources.
uint64_t CurrentFrameNumber{};