Vulkan Schnee 0.0.1
High-performance rendering engine
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Renderer.cpp File Reference
#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>
Include dependency graph for Renderer.cpp:

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

Macro Definition Documentation

◆ COMPUTE_GUARD

◆ COMPUTE_SHADER_NAME

◆ GRAPHICS_GUARD

#define GRAPHICS_GUARD ( )

◆ MESH_STAGE

#define MESH_STAGE   VK_SHADER_STAGE_MESH_BIT_EXT

◆ VERTEX_STAGE

#define VERTEX_STAGE   VK_SHADER_STAGE_VERTEX_BIT