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Vulkan Schnee 0.0.1
High-performance rendering engine
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#include "Engine/Entity/Actor.h"#include "Engine/Logging/TracyMacros.hpp"#include <Engine/Core/VulkanHelper.h>#include <Engine/Renderer/RenderProcess.h>#include <Engine/Renderer/RenderData.h>#include <Engine/Renderer/RenderingDataManager.h>#include <Engine/Renderer/Headset.h>#include <Engine/Renderer/Renderer.h>#include <plog/Log.h>#include <Engine/Core/Engine.h>#include <Engine/Core/Settings.h>#include <cmath>#include <cstring>#include "Engine/Renderer/DescriptorSetUpdater.h"#include "Engine/World/SceneManager.h"Go to the source code of this file.
Namespaces | |
| namespace | EngineCore |
| Log category system implementation. | |
Macros | |
| #define | GRAPHICS_GUARD() |
| Mode-specific execution guards. | |
| #define | COMPUTE_GUARD() |
| #define COMPUTE_GUARD | ( | ) |
Definition at line 35 of file RenderProcess.cpp.
| #define GRAPHICS_GUARD | ( | ) |
Mode-specific execution guards.
GRAPHICS_GUARD: Skips graphics/mesh shader code (HEADLESS and COMPUTE_DEBUG) COMPUTE_GUARD: Skips compute shader code (HEADLESS only)
Definition at line 34 of file RenderProcess.cpp.