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Vulkan Schnee 0.0.1
High-performance rendering engine
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#include "Engine/Component/CameraComponent.h"#include "Engine/Core/ComputePass.h"#include "Engine/Core/Engine.h"#include "Engine/Shader/Shader.h"#include "Engine/Files/Path.h"#include "Engine/Logging/FunctionNotImplemented.h"#include "Engine/Logging/TracyMacros.hpp"#include "Engine/Renderer/DescriptorSetUpdater.h"#include "Engine/Renderer/LayoutBindingsBuilder.h"#include "Engine/Renderer/PipelineStages.h"#include "Engine/Renderer/QueueSubmitBuilder.h"#include "Engine/Renderer/RenderData.h"#include "Engine/Renderer/RenderingDataManager.h"#include "Engine/Renderer/RenderProcess.h"#include "Engine/Renderer/TimelineSynchronizer.h"#include "Engine/Vulkan/BarrierBundle.h"#include <array>#include <cmath>#include <glm/gtc/matrix_transform.hpp>#include "Engine/Logging/LogCategories.h"#include <BS_tracy_thread_pool.hpp>#include <Engine/Core/ApplicationContext.h>#include <Engine/Core/Settings.h>#include <Engine/Core/VulkanHelper.h>#include <Engine/Mesh/AssetManager.h>#include <Engine/Mesh/Vertex.h>#include <Engine/Renderer/Headset.h>#include <Engine/Renderer/PipelineMaterialPayload.h>#include <Engine/Renderer/Renderer.h>#include <plog/Log.h>#include <sstream>#include <vector>#include <vulkan/vulkan_core.h>Go to the source code of this file.
Namespaces | |
| namespace | EngineCore |
| Log category system implementation. | |
Macros | |
| #define | COMPUTE_SHADER_NAME(name) |
| Mode-specific macros for compute shader loading and execution guards. | |
| #define | COMPUTE_GUARD() |
| #define | GRAPHICS_GUARD() |
| #define | MESH_STAGE VK_SHADER_STAGE_MESH_BIT_EXT |
| #define | VERTEX_STAGE VK_SHADER_STAGE_VERTEX_BIT |
| #define COMPUTE_GUARD | ( | ) |
Definition at line 63 of file Renderer.cpp.
Referenced by EngineCore::Renderer::recordVSInstancedDrawingPipeline(), EngineCore::RenderProcess::updateComputeBinningAllocatorDescriptorSets(), EngineCore::RenderProcess::updateComputeMeshletCullingDescriptorSets(), EngineCore::RenderProcess::updateComputeMeshletCullingDispatcherDescriptorSets(), EngineCore::RenderProcess::updateComputeMeshletUnpackingDescriptorSets(), EngineCore::RenderProcess::updateComputeMeshletUnpackingDispatcherDescriptorSets(), EngineCore::RenderProcess::updateComputeObjectCullingDescriptorSets(), EngineCore::RenderProcess::updateComputePrepareDrawDescriptorSets(), EngineCore::RenderProcess::updateComputeVSBinningAllocatorDescriptorSets(), EngineCore::RenderProcess::updateComputeVSInstanceUnpackingDescriptorSets(), and EngineCore::RenderProcess::updateComputeVSPrepareDrawDescriptorSets().
| #define COMPUTE_SHADER_NAME | ( | name | ) |
Mode-specific macros for compute shader loading and execution guards.
HEADLESS: Placeholder shaders, skip all dispatches COMPUTE_DEBUG: Real shaders, run compute pipeline, skip graphics Default: Real shaders, full rendering
Definition at line 62 of file Renderer.cpp.
Referenced by EngineCore::Renderer::createBinningAllocatorResources(), EngineCore::Renderer::createHiZGenerationResources(), EngineCore::Renderer::createHiZSPDResources(), EngineCore::Renderer::createMeshletCullingDispatcherResources(), EngineCore::Renderer::createMeshletCullingResources(), EngineCore::Renderer::createMeshletUnpackingDispatcherResources(), EngineCore::Renderer::createMeshletUnpackingResources(), EngineCore::Renderer::createPrepareDrawResources(), EngineCore::Renderer::createPrimitiveCullingResources(), and EngineCore::Renderer::createVSInstancedDrawingResources().
| #define GRAPHICS_GUARD | ( | ) |
Definition at line 64 of file Renderer.cpp.
Referenced by EngineCore::Renderer::recordRenderPass(), and EngineCore::RenderProcess::updateRendererDescriptorSets().
| #define MESH_STAGE VK_SHADER_STAGE_MESH_BIT_EXT |
Referenced by EngineCore::Renderer::allocateDescriptors().
| #define VERTEX_STAGE VK_SHADER_STAGE_VERTEX_BIT |