#VULKANO PLAYER AND ANDROID 7.0 PC#
Windows or MAC PC Supported: Windows 7, Vista, WinXP, Mac OS/X Note: The input signal video format is automatically detected. Internal IR blaster capability without need to connect IR blaster cable which works in most setupsĮxternal IR blaster cable plug in for setup where internal blaster doesn't workĩV 2A wall adapter. IR Remote learning capability for audio-video device not in the database Used to remotely control the Audio-Video source device System memory: 256MB DDR2 memory + 128MB NAND memory + 1MB EEPROM
Processor: C2 Microsystem's CC1203 System On Chip (SOC) based platform Mobile Devices Supported: iPhone, iPad, Android, Blackberry (Symbian, WM6, Linux - Available Soon!) Implemented on objects that belong to a Vulkan device.Learn more about the Monsoon Multimedia Vulkano Flow Model Brand
Set of extensions, not restricted to those vulkano knows about.Įrror that can be returned when creating a device. Iterator that returns the queues produced when creating a device. Represents a queue where commands can be submitted. Represents all the features that are available on a physical device or enabled on List of extensions that are enabled or available. The Device::new function returns the newly-created device, but also the list of queues. The priority of execution of the queue relative to the others. This is done in vulkano by passing an iterator whereĮach element is a tuple containing a queue family and a number between 0.0 and 1.0 indicating The Vulkan API requires that you specify the list of queues that you are going to use at the Technology, in the sense that queues will only run partially in parallel. A GPU behaves similarly to the hyper-threading Each queue executes its commands oneĪfter the other, and queues run concurrently. Note: You can think of a queue like a CPU thread. Queue is a thread of execution to which you can submit commands that the GPU will execute. QueuesĮach physical device proposes one or more queues that are divided in queue families. That you don't need to worry about a capability not being supported later on in your code. Note: The fact that you need to manually enable features at initialization also means YouĬan query what is supported with respectively PhysicalDevice::supported_features and For example mobileĭevices tend to not support geometry shaders, because their hardware is not capable of it. Not all physical devices support all possible features and extensions. Contrary to OpenGL, you can't use the functions provided by a feature or anĮxtension if you didn't explicitly enable it when creating the device. Geometry shaders for example, require that you enable a certain feature or extension when youĬreate the device. Some Vulkan capabilities, such as swapchains (that allow you to render on the screen) or Specifications instead of being separate documents. Note: Device extensions are the same as instance extensions, except for the device.įeatures are similar to extensions, except that they are part of the core Vulkan Of extensions to enable on the newly-created device. Two of the parameters that you pass to Device::new are the list of the features and the list let instance = match Instance:: new( None, & InstanceExtensions:: none(), None) ", err) See the documentation of the `instance` module. Use vulkano:: instance:: InstanceExtensions