Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Settings.h
1#pragma once
2#include "Engine/Material/MaterialTypes.h"
3#include <cstdint>
4#include <vector>
5
6enum class GPU_DEBUGGING_MODE
7{
8 NONE,
9 GPU_PRINTF,
10 GPU_VALIDATION
11};
12
13const std::vector<const char*> validationLayers = {
14 "VK_LAYER_KHRONOS_validation",
15 "VK_LAYER_KHRONOS_synchronization2"
16};
17
18constexpr int INITIAL_WINDOW_WIDTH = 1920;
19constexpr int INITIAL_WINDOW_HEIGHT = 1080;
20constexpr int MAX_FRAMES_IN_FLIGHT = 2;
21
22#ifndef IS_IN_DEBUG
23constexpr bool ARE_VALIDATION_LAYERS_ENABLED = false;
24#else
25constexpr bool ARE_VALIDATION_LAYERS_ENABLED = true;
26#endif
27
28constexpr bool IS_VSYNC_ENABLED = false;
29constexpr uint32_t MAX_TEXTURE_COUNT = 2048u;
30constexpr uint32_t MAX_MESH_COUNT = 1024u;
31constexpr uint32_t MAX_MESHLETS_PER_BIN = 262144u;
32// MAX_SCENE_OBJECT_COUNT removed - buffers now resize dynamically
33constexpr uint32_t MAX_PIPELINES = 32u;
34
44// #define HEADLESS
45// #define COMPUTE_DEBUG
46
47constexpr GPU_DEBUGGING_MODE USE_GPU_PRINTF = GPU_DEBUGGING_MODE::GPU_VALIDATION;
48
49constexpr uint32_t MESHLET_VERTEX_COUNT = 252;
50constexpr uint32_t MESHLET_TRIANGLE_COUNT = 252;
51
PipelineNames
Named graphics pipelines used by material selection and shader lookup.
@ NORMALS_SHADER
Debug pipeline that renders mesh normals.