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Vulkan Schnee 0.0.1
High-performance rendering engine
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Log category system implementation. More...
Namespaces | |
| namespace | ShaderStage |
| C++ side enum definitions for shader bindings, generated from X-macros. | |
Classes | |
| class | Actor |
| An Actor is similar to an EngineCore::Entity. An actor is an Entity with a transform. More... | |
| class | AllocationException |
| Used when we allocate memory in finite space (e.g. array) and run out of space. More... | |
| class | ApplicationContext |
| The application context is the core class which stores the basic openxr and vulkan objects. More... | |
| class | AssetManager |
| class | BoxCollisionComponent |
| Collision component using a box shape. More... | |
| class | BufferWriteException |
| A buffer write exception is typically thrown when trying to write to a buffer which does not have enough space for the content written to it. More... | |
| class | CameraComponent |
| A camera component that provides view and projection matrices based on its SceneNode transform. Use setActive() to mark this camera as the active camera for rendering. More... | |
| class | CapsuleCollisionComponent |
| Collision component using a capsule shape (cylinder with hemispherical ends). More... | |
| struct | ClusterGroupData |
| Per-group LOD data representing a simplified version of child clusters. Groups are created by merging and simplifying clusters from the finer LOD level. More... | |
| struct | ClusterLodData |
| Per-cluster LOD data for GPU-driven LOD selection. Each cluster maps to exactly one meshlet and contains hierarchical LOD information. More... | |
| class | ClusterLodGenerator |
| Generates LOD hierarchy for meshes using meshoptimizer. More... | |
| struct | ClusterSurvivor |
| Cluster survivor data passed from culling to binning shaders. Contains the LOD selection result including dither factor for transitions. More... | |
| class | CollisionComponent |
| Base class for collision shape components. More... | |
| class | ComputePass |
| The compute pass stores all resources which belong to a compute pipeline. More... | |
| class | ComputePipeline |
| A wrapper for vulkan pipeline resources. In this case a typesafe compute pipeline. More... | |
| class | ComputePipelineSpecializationData |
| Wrapper for shader specialization data for compute pipelines. This usually only stores the thread count as that can depend on the hardware the engine is running on. More... | |
| class | ConstexprPath |
| struct | CpuMeshData |
| CPU side data for per object data. This will get divided up into multiple gpu buffers. More... | |
| struct | CpuPrimitiveData |
| Cpu primitive data. Stores data which corresponds to a primitive. More... | |
| class | DataBuffer |
| class | DefaultJsonGenerator |
| class | DescriptorIndexAllocator |
| Use this class to manage a finite amount of memory. The idea is to have an array which stores objects and a vector which has pointers to said objects in the array. The array is sparsely populated using optionals. More... | |
| class | DescriptorSetLayoutBuilder |
| class | DescriptorSetUpdater |
| The Descriptor set updater is used to create a list of descriptor set writes which are executed with update() More... | |
| class | DiffuseFlatColorMaterialData |
| Material data for an Object which displays a flat color. More... | |
| class | DiffuseShaderMaterialData |
| diffuse shader More... | |
| struct | Dispatch |
| Alignment at 4 bytes. More... | |
| class | DispatcherComputePass |
| class | DispatcherComputePipelineSpecializationData |
| struct | DynamicMaterialUniformData |
| class | DynamicTexturesMaterialData |
| Dynamic textures material with PBR and lightmap support. More... | |
| class | EmptyScene |
| class | Engine |
| class | EngineManager |
| Singleton which stores a pointer to the engine object. More... | |
| class | Entity |
| The entity class is the base class of everything which is attached to a scene. If it is part of a scene it is an entity. More... | |
| class | EnvironmentException |
| Is thrown when the environment for the game is not setup properly. So for example if we cant find an openxr runtime this is thrown. More... | |
| class | Exception |
| struct | ExrChannelInfo |
| Represents channel information from an EXR file header. More... | |
| struct | ExrHeader |
| Wrapper for EXR file header information with owned data. More... | |
| class | ExrLoader |
| Loader for EXR (OpenEXR) image files. More... | |
| class | ExrTextureAsset |
| Extension of TextureAsset and stores the Exr header information as well as the texture data. More... | |
| class | Factory |
| struct | FrustumPlanes |
| Frustum planes for frustum culling in the first compute shader stage. More... | |
| class | GameModule |
| class | GlmSerialize |
| class | GltfLoader |
| class | GltfSpawner |
| Utility class for spawning GLTF meshes into a scene. More... | |
| class | GltfTextureAsset |
| Extension of TextureAsset for images loaded from glTF files (PNG/JPG) More... | |
| struct | GpuDiffuseFlatColorMaterial |
| GPU-side layout for flat color material Matches GLSL struct in triangle_flat.frag. More... | |
| struct | GpuDiffuseShaderMaterial |
| GPU-side layout for diffuse shader material Used for basic textured materials. More... | |
| struct | GpuMeshDescription |
| Describes a mesh on the gpu. Where it is in the memory and how many meshlets it consists of. More... | |
| struct | GpuNormalsMaterial |
| GPU-side layout for normals debug material. More... | |
| struct | GpuPbrMaterial |
| GPU-side layout for PBR material with spherical harmonics Used by MovableDiffuseShader, L0/L1/L2 shaders, and DynamicTextures. More... | |
| class | GraphicsPipeline |
| class | Headset |
| struct | HiZViewProjectionData |
| View-projection data for Hi-Z occlusion culling Contains matrices and screen info needed to project bounding spheres to screen space. More... | |
| class | InputInterface |
| struct | InstanceCullingData |
| Instance culling data - replaces ObjectCullingData for instancing. Contains world-space bounding sphere and references to instance/geometry data. More... | |
| struct | InstanceData |
| Per-instance data - one per visible MeshComponent. References shared geometry via meshGeometryId. More... | |
| class | ITickable |
| This is the interface which is used to call a tick function on an object. Everything which should be able to tick has to implement this interface. More... | |
| class | JsonArchive |
| class | JsonHandler |
| class | L0ShaderMaterialData |
| class | L1ShaderMaterialData |
| L1 Spherical Harmoics shader. More... | |
| class | L2ShaderMaterialData |
| struct | LayoutBinding |
| class | LayoutBindingsBuilder |
| struct | LocalBoundsData |
| Local-space bounding sphere data - uploaded once, never changes. More... | |
| struct | LodConfigUBO |
| LOD configuration for GPU shader selection. Updated per-frame with camera and screen information. More... | |
| struct | LodGenerationConfig |
| Configuration for LOD hierarchy generation. More... | |
| class | LogCategory |
| Represents a single log category with verbosity control. More... | |
| class | LogCategoryManager |
| Global registry for log categories with runtime verbosity control. More... | |
| class | LogicComponent |
| Base class for all logic components that can be attached to an actor. Provides access to the scene, tick functionality, and lifecycle events. More... | |
| class | Material |
| class | MaterialAsset |
| the material asset is another wrapper for asset data which is stored in entt. It has the EngineCore::MaterialAsset::type member variable which corresponds to the component used to store the material data More... | |
| class | MaterialAssetManager |
| class | MaterialData |
| class | MaterialDataStorage |
| The material data storage is designed to have all material data at a compact layout. More... | |
| struct | MaterialNameTrait |
| struct | MaterialNameTrait< DiffuseFlatColorMaterialData > |
| struct | MaterialNameTrait< DiffuseShaderMaterialData > |
| struct | MaterialNameTrait< DynamicTexturesMaterialData > |
| struct | MaterialNameTrait< L0ShaderMaterialData > |
| struct | MaterialNameTrait< L1ShaderMaterialData > |
| struct | MaterialNameTrait< L2ShaderMaterialData > |
| struct | MaterialNameTrait< MovableDiffuseShaderMaterialData > |
| struct | MaterialNameTrait< NormalMaterialData > |
| struct | MaterialNameTrait< StaticLightmapMaterialData > |
| struct | MaterialShader |
| class | Mesh |
| class | MeshAsset |
| The mesh asset stores geometry data and. More... | |
| class | MeshAssetManager |
| Stores mesh data with their primitives. More... | |
| class | MeshComponent |
| A component which can be attached as many times to an actor as one wants. It makes it possible to render a mesh attached to an object. More... | |
| struct | MeshGeometryData |
| Shared geometry metadata - one per unique MeshAsset primitive. Allows multiple instances to reference the same geometry data. More... | |
| struct | MeshGeometryMapping |
| Mapping from MeshAsset primitive to shared geometry buffer location. Used by RenderingDataManager to track deduplicated geometry. More... | |
| struct | MeshletBounds |
| Used in meshlet culling. More... | |
| class | MeshLoader |
| class | MeshLoaderGltf |
| class | MeshPrimitive |
| struct | MeshPrimitiveRenderData |
| class | MeshShaderSpecializationData |
| Specialization data for mesh shaders - provides screen resolution for small triangle culling. More... | |
| struct | MeshUnpackingData |
| Data for the metadata buffer which handles the unpacking of meshes into their meshlets. More... | |
| class | MirrorView |
| This class houses the components needed to display a vr image on the desktop. More... | |
| class | MissingOpenXrRuntimeException |
| When the open xr runtime is not installed this will be thrown. More... | |
| class | ModelAsset |
| The model asset is used to bind together all files of one gtlf model. The idea is that textures, materials etc are bundled in one model. More... | |
| class | ModelAssetManager |
| class | MovableDiffuseShaderMaterialData |
| Moveable diffuse shader with PBR and lightmap support. More... | |
| class | NodeFactory |
| Factory class for creating SceneNodes with proper parent-child relationships. This ensures that nodes are always created with a valid parent. More... | |
| class | NormalMaterialData |
| Material data for an object which displays its normals. More... | |
| struct | ObjectCullingCounters |
| struct | ObjectCullingData |
| Data for object culling. More... | |
| class | OpenXrHelper |
| struct | PackedVertex |
| class | Path |
| struct | PathHasher |
| struct | PerObjectData |
| Stores all data which is unique to each object. More... | |
| struct | PerObjectPrimitiveData |
| class | PhysicsBodyComponent |
| Component that manages a physics rigid body for an entity. More... | |
| class | PhysicsEngine |
| The physics engine manages creating and destroying physics objects for the physics simulation. More... | |
| struct | PipelineConfig |
| Static configuration for a graphics pipeline Defines which shaders to use for a given PipelineNames enum. More... | |
| struct | PipelineMaterialPayload |
| class | PipelineSpecializationData |
| Base class which defines the interface for pipeline specialization data. This can be thread count. Max object count etc. More... | |
| struct | PrimitiveMeshletData |
| Data for the primitive culling shader to assemble and pass on to the unpacking shader. More... | |
| struct | PushConstants |
| class | QueueSubmitBuilder |
| Fluent builder for queue submissions with timeline and binary semaphores. More... | |
| class | Rat |
| struct | Registrar |
| class | Renderer |
| The renderer is the main class for rendering. It owns all data which is used any time in any frame. For per frame data take a look at. More... | |
| class | RenderingDataManager |
| The rendering data manager is supposed to hold all methods to update the contents of the buffers which are uploaded to the gpu. This could be culling data for example. More... | |
| class | RenderingPass |
| class | RenderList |
| The render list stores all actors to render this frame. More... | |
| class | 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 | RenderTarget |
| A render target which contains all resources to access the rendered image. More... | |
| struct | RigidBodyCreateInfo |
| Rigid body create info is used to create a rigid body. It delivers all informations like the initial transform where the simulation should start or the mass of the object. More... | |
| class | RootNode |
| A subclass of EngineCore::SceneNode which is the root node of a scene graph. More... | |
| class | Scene |
| A scene is the overarching structure which can spawn actors. More... | |
| class | SceneComponent |
| A scene component has a transform. More... | |
| class | SceneGraph |
| Represents the entire scene as a graph (specifically, a tree) of SceneNode objects. It manages the hierarchy of nodes and provides access to the root of the scene. More... | |
| class | SceneManager |
| Manages game objects within a scene, handling registration, ID allocation, and GPU buffer synchronization for meshlet-to-object mappings. More... | |
| class | SceneNode |
| Represents a node in the scene graph, containing information about its position, rotation, and scale relative to its parent. It also holds references to its parent and children nodes. More... | |
| class | Serializable |
| struct | SHProbeData |
| SH Probe data structure for dynamic lighting Contains L0-L2 RGB spherical harmonic coefficients. More... | |
| struct | SingleMeshletGeometryData |
| GPU data for single-meshlet geometry using vertex shader path. One entry per unique single-meshlet geometry, referenced by instances. Used for VkDrawIndexedIndirectCommand generation in culling shader. More... | |
| class | SphereCollisionComponent |
| Collision component using a sphere shape. More... | |
| class | StaticLightmapMaterialData |
| Static lightmap material with PBR support. More... | |
| class | StaticMeshActor |
| Wrapper for entt component creation which ensures types safety and attaches the correct component with systmes to the entity. More... | |
| class | TestComponent |
| class | Texture |
| class | TextureAsset |
| Wrapper for texture data. More... | |
| class | TextureAssetManager |
| class | TextureHandle |
| Type-erased texture handle for runtime storage. More... | |
| class | TextureHandleRegistry |
| Central registry for texture handles, providing O(1) descriptor index lookup. More... | |
| struct | TextureLoadData |
| class | TextureLoader |
| struct | TextureStorage |
| class | Ticker |
| class | TimelineSynchronizer |
| Centralized timeline semaphore management for the rendering pipeline. More... | |
| class | Transform |
| class | TypedTextureHandle |
| Type-safe texture handle wrapper providing compile-time type safety. More... | |
| class | UnifiedGeometryManager |
| struct | UnifiedMeshlet |
| Information about the wereabouts of a meshlet in memory on the gpu. More... | |
| struct | UniformBufferObject |
| class | UniqueTestComponent |
| class | UuidManager |
| class | UuidSingleton |
| struct | VisibleMeshletInfo |
| Struct for the result buffer of the culling operation. Stores which objects have passed the culling test. More... | |
| struct | VisibleMeshletRange |
| class | VrHeadsetConnectionException |
| class | VrMovementComponent |
| Component that handles VR player movement using controller inputs. More... | |
| class | VulkanBuffer |
| RAII wrapper for Vulkan buffer and device memory. More... | |
| class | VulkanStagedBuffer |
| struct | VulkanStagedBufferSyncObjects |
| class | Window |
| class | XrErrorCodes |
Typedefs | |
| using | json = nlohmann::json |
| using | AlbedoTextureHandle = TypedTextureHandle<TextureType::BaseColor> |
| using | NormalTextureHandle = TypedTextureHandle<TextureType::Normal> |
| using | MetallicRoughnessTextureHandle = TypedTextureHandle<TextureType::MetallicRoughness> |
| using | EmissiveTextureHandle = TypedTextureHandle<TextureType::Emissive> |
| using | LightmapTextureHandle = TypedTextureHandle<TextureType::Lightmap> |
Enumerations | |
| enum class | LogVerbosity : uint8_t { Fatal = 0 , Error = 1 , Warning = 2 , Info = 3 , Debug = 4 , Verbose = 5 , All = Verbose , Off = Fatal } |
| Log verbosity levels, ordered from most to least severe. More... | |
| enum | PipelineNames : int { DIFFUSE_FLAT_COLOR , DIFFUSE_SHADER , MOVABLE_DIFFUSE_SHADER , NORMALS_SHADER , L0_SHADER , L1_SHADER , L2_SHADER , DYNAMIC_TEXTURES , STATIC_LIGHTMAP } |
| enum class | PipelineStage : uint32_t { TransferComplete = 0 , CullingComplete = 1 , MeshletUnpackComplete = 2 , GraphicsComplete = 3 , PresentReady = 4 , COUNT } |
| Extensible pipeline stages for timeline semaphore synchronization. More... | |
| enum class | TextureType : uint8_t { BaseColor , Normal , MetallicRoughness , Emissive , Lightmap , Unknown } |
| Represents the semantic type of a texture, determining its Vulkan format. More... | |
Functions | |
| CameraComponent * | getActiveCamera () |
| Gets the currently active camera. | |
| bool | hasActiveCamera () |
| Checks if there is an active camera set. | |
| LogVerbosity | verbosityFromString (const std::string &str) |
| Parse verbosity from string (case-insensitive) | |
| template<typename T> | |
| T | UnpackOptional (std::optional< T > var) |
| template<typename Derived, typename Base> | |
| std::weak_ptr< Derived > | castWeakPtr (const std::weak_ptr< Base > &baseWeakPtr) |
| constexpr const char * | verbosityToString (LogVerbosity v) |
| Convert verbosity enum to string for display/config. | |
| constexpr int | verbosityToPlogSeverity (LogVerbosity v) |
| Convert LogVerbosity to plog::Severity. | |
| template<typename... Args> | |
| void | logImpl (LogCategory &category, LogVerbosity verbosity, const char *file, int line, const char *func, std::format_string< Args... > fmt, Args &&... args) |
| Internal helper to format and output a log message. | |
| void | logImplSimple (LogCategory &category, LogVerbosity verbosity, const char *file, int line, const char *func, const char *message) |
| Internal helper for messages without format arguments. | |
| uint32_t | packNormalA2B10G10R10_SNORM (const glm::vec3 &n) |
| uint32_t | packColorR8G8B8A8_UNORM (const glm::vec3 &c) |
| uint32_t | packTexCoordR16G16_SFLOAT (const glm::vec2 &tc) |
| constexpr std::string_view | getPipelineStageName (PipelineStage stage) |
| Gets a human-readable name for a pipeline stage (for debugging/logging) | |
| template<typename T> | |
| std::string | getTypeName () |
| constexpr VkFormat | getVkFormat (TextureType type, int bits, int components) |
| Get the correct VkFormat based on texture type and image properties. | |
| constexpr bool | requiresLinearFormat (TextureType type) |
| Check if a texture type requires linear (non-SRGB) format. | |
Variables | |
| static CameraComponent * | s_activeCamera = nullptr |
| constexpr XrViewConfigurationType | xrViewType = XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO |
| constexpr XrEnvironmentBlendMode | environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE |
| constexpr const char * | windowTitle = "Vulkan Schnee" |
| constexpr size_t | MIN_BUFFER_SIZE = 64 |
| constexpr VkPipelineStageFlags2 | STAGED_BUFFER_DST_STAGES |
| constexpr uint32_t | PIPELINE_STAGE_COUNT = static_cast<uint32_t>(PipelineStage::COUNT) |
Log category system implementation.
Cluster LOD generator using meshoptimizer's simplifier.
Logging macros with category support.
Unreal Engine-inspired log category system for plog.
Implementation of ClusterLodGenerator using meshoptimizer.
Provides per-subsystem verbosity control with compile-time and runtime filtering. Categories are declared with DECLARE_LOG_CATEGORY_EXTERN and defined with DEFINE_LOG_CATEGORY.
VS_LOG(Category, Verbosity, FormatString, ...)
Generates a Nanite-style LOD hierarchy where meshlets are organized into clusters with hierarchical grouping. LOD selection is performed per-cluster on the GPU based on screen-space error.
Definition at line 127 of file TextureHandle.h.
Definition at line 130 of file TextureHandle.h.
| using EngineCore::json = nlohmann::json |
Definition at line 8 of file JsonHandler.cpp.
Definition at line 131 of file TextureHandle.h.
| using EngineCore::MetallicRoughnessTextureHandle = TypedTextureHandle<TextureType::MetallicRoughness> |
Definition at line 129 of file TextureHandle.h.
Definition at line 128 of file TextureHandle.h.
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strong |
Log verbosity levels, ordered from most to least severe.
Maps to plog severity levels for seamless integration.
| Enumerator | |
|---|---|
| Fatal | Unrecoverable error, may crash. |
| Error | Recoverable error. |
| Warning | Potential issue. |
| Info | Important state changes. |
| Debug | Development debugging. |
| Verbose | Detailed tracing. |
| All | |
| Off | |
Definition at line 27 of file LogCategory.h.
| enum EngineCore::PipelineNames : int |
| Enumerator | |
|---|---|
| DIFFUSE_FLAT_COLOR | |
| DIFFUSE_SHADER | |
| MOVABLE_DIFFUSE_SHADER | |
| NORMALS_SHADER | |
| L0_SHADER | |
| L1_SHADER | |
| L2_SHADER | |
| DYNAMIC_TEXTURES | |
| STATIC_LIGHTMAP | |
Definition at line 8 of file MaterialTypes.h.
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strong |
Extensible pipeline stages for timeline semaphore synchronization.
Order matters: stages execute in enum order within a frame. Each stage gets a unique timeline value per frame using the formula: timelineValue = frameNumber * PIPELINE_STAGE_COUNT + stageIndex
This guarantees:
| Enumerator | |
|---|---|
| TransferComplete | |
| CullingComplete | |
| MeshletUnpackComplete | |
| GraphicsComplete | |
| PresentReady | |
| COUNT | |
Definition at line 25 of file PipelineStages.h.
|
strong |
Represents the semantic type of a texture, determining its Vulkan format.
Different texture types require different VkFormats for correct rendering:
Definition at line 18 of file TextureType.h.
| std::weak_ptr< Derived > EngineCore::castWeakPtr | ( | const std::weak_ptr< Base > & | baseWeakPtr | ) |
| CameraComponent * EngineCore::getActiveCamera | ( | ) |
Gets the currently active camera.
Definition at line 232 of file CameraComponent.cpp.
References s_activeCamera.
Referenced by EngineCore::RenderProcess::updateEyeViewProjectionMatrices().
|
constexpr |
Gets a human-readable name for a pipeline stage (for debugging/logging)
| stage | The pipeline stage |
Definition at line 52 of file PipelineStages.h.
References CullingComplete, GraphicsComplete, MeshletUnpackComplete, PresentReady, and TransferComplete.
| std::string EngineCore::getTypeName | ( | ) |
Definition at line 93 of file Factory.h.
Referenced by EngineCore::Serializable::getClassName(), and EngineCore::Registrar< T >::Registrar().
|
constexpr |
Get the correct VkFormat based on texture type and image properties.
This function centralizes format selection logic, ensuring that:
| type | The semantic type of the texture |
| bits | Bits per component (8, 16, or 32) |
| components | Number of color components (1-4) |
Definition at line 43 of file TextureType.h.
References BaseColor, Emissive, Lightmap, MetallicRoughness, Normal, and Unknown.
Referenced by EngineCore::Texture::Texture().
| bool EngineCore::hasActiveCamera | ( | ) |
Checks if there is an active camera set.
Definition at line 236 of file CameraComponent.cpp.
References s_activeCamera.
|
inline |
Internal helper to format and output a log message.
Definition at line 28 of file LogMacros.h.
References Debug, Error, Fatal, EngineCore::LogCategory::getName(), Info, Verbose, and Warning.
|
inline |
Internal helper for messages without format arguments.
Definition at line 60 of file LogMacros.h.
References Debug, Error, Fatal, EngineCore::LogCategory::getName(), Info, Verbose, and Warning.
|
inline |
Definition at line 79 of file AssetManager.h.
|
inline |
Definition at line 59 of file AssetManager.h.
|
inline |
Definition at line 97 of file AssetManager.h.
|
constexpr |
Check if a texture type requires linear (non-SRGB) format.
| type | The texture type to check |
Definition at line 135 of file TextureType.h.
References BaseColor, Emissive, Lightmap, MetallicRoughness, Normal, and Unknown.
| T EngineCore::UnpackOptional | ( | std::optional< T > | var | ) |
Definition at line 7 of file Optional.h.
Referenced by EngineCore::AssetManager::getMeshAsset(), EngineCore::GltfLoader::load(), Ecs::ModelAssetPipeline::processMaterial(), Ecs::ModelAssetPipeline::processMeshData(), Ecs::ModelAssetPipeline::processModel(), and Ecs::ModelAssetPipeline::submitLoadModel().
| LogVerbosity EngineCore::verbosityFromString | ( | const std::string & | str | ) |
Parse verbosity from string (case-insensitive)
Definition at line 22 of file LogCategory.cpp.
References Debug, Error, Fatal, Info, Verbose, and Warning.
Referenced by EngineCore::LogCategoryManager::loadConfig().
|
constexpr |
Convert LogVerbosity to plog::Severity.
Definition at line 66 of file LogCategory.h.
|
constexpr |
Convert verbosity enum to string for display/config.
Definition at line 44 of file LogCategory.h.
References Debug, Error, Fatal, Info, Verbose, and Warning.
Referenced by EngineCore::LogCategoryManager::saveConfig().
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constexpr |
Definition at line 23 of file ApplicationContext.cpp.
Referenced by EngineCore::ApplicationContext::checkRequiredEnvironmentBlendModeAvailability().
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constexpr |
Definition at line 25 of file RenderingDataManager.cpp.
Referenced by EngineCore::VulkanBuffer::ensureSize(), EngineCore::VulkanStagedBuffer::ensureSize(), EngineCore::RenderingDataManager::RenderingDataManager(), EngineCore::RenderingDataManager::RenderingDataManager(), and EngineCore::RenderingDataManager::uploadMaterialBuffers().
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constexpr |
Definition at line 44 of file PipelineStages.h.
Referenced by EngineCore::Engine::cleanup(), EngineCore::TimelineSynchronizer::getStageValue(), and EngineCore::Renderer::syncTimelineAfterPause().
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static |
Definition at line 11 of file CameraComponent.cpp.
Referenced by EngineCore::CameraComponent::endPlay(), getActiveCamera(), hasActiveCamera(), and EngineCore::CameraComponent::setActive().
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constexpr |
Definition at line 14 of file VulkanStagedBuffer.cpp.
Referenced by EngineCore::VulkanStagedBuffer::uploadPartial().
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constexpr |
Definition at line 25 of file MirrorView.cpp.
Referenced by EngineCore::MirrorView::MirrorView().
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constexpr |
Definition at line 22 of file ApplicationContext.cpp.
Referenced by EngineCore::ApplicationContext::checkRequiredEnvironmentBlendModeAvailability(), EngineCore::ApplicationContext::getXrViewType(), and EngineCore::Headset::Headset().