Vulkan Schnee 0.0.1
High-performance rendering engine
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PipelineMaterialPayload.h File Reference
#include "Engine/Core/Settings.h"
#include <glm/vec4.hpp>
#include <optional>
#include <string>
#include <vector>
#include <vulkan/vulkan.h>
Include dependency graph for PipelineMaterialPayload.h:
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Classes

struct  EngineCore::DynamicMaterialUniformData
struct  EngineCore::PipelineMaterialPayload
class  EngineCore::PipelineSpecializationData
 Base class which defines the interface for pipeline specialization data. This can be thread count. Max object count etc. More...
class  EngineCore::ComputePipelineSpecializationData
 Wrapper for shader specialization data for compute pipelines. This usually only stores the thread count as that can depend on the hardware the engine is running on. More...
struct  EngineCore::ComputePipelineSpecializationData::Data
class  EngineCore::DispatcherComputePipelineSpecializationData
struct  EngineCore::DispatcherComputePipelineSpecializationData::Data
class  EngineCore::MeshShaderSpecializationData
 Specialization data for mesh shaders - provides screen resolution for small triangle culling. More...
struct  EngineCore::MeshShaderSpecializationData::Data
class  EngineCore::GraphicsPipeline
class  EngineCore::ComputePipeline
 A wrapper for vulkan pipeline resources. In this case a typesafe compute pipeline. More...

Namespaces

namespace  EngineCore
 Log category system implementation.