Vulkan Schnee 0.0.1
High-performance rendering engine
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RenderProcess.h File Reference
#include "RenderData.h"
#include "VulkanStagedBuffer.h"
#include <array>
#include <Engine/Texture/Texture.h>
#include <Engine/Component/CameraComponent.h>
#include <glm/mat4x4.hpp>
#include <memory>
#include <optional>
#include <vector>
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Classes

class  EngineCore::RenderProcess
 The render process class consolidates all the resources that needs to be duplicated for each frame that can be rendered to in parallel. The renderer owns a render process for each frame that can be processed at the same time, and each render process holds their own uniform buffer, command buffer, semaphores and memory fence. With this duplication, the application can be sure that one frame does not modify a resource that is still in use by another simultaneous frame. More...
struct  EngineCore::RenderProcess::ViewMatrixUniformData
 This struct holds the data for the view projection matrix which will be passed to every rendered object. More...
struct  EngineCore::RenderProcess::StaticFragmentUniformData
 Stores the time for time based shader effects. More...
struct  EngineCore::RenderProcess::TextureWriteContainer
struct  EngineCore::RenderProcess::HiZPyramid

Namespaces

namespace  EngineCore
 Log category system implementation.