Foundation
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Common.hpp File Reference
#include <Bits/Enums.hpp>
#include <Math/Math.hpp>
#include "Details.hpp"

Go to the source code of this file.

Classes

struct  Foundation::RHI::RHIVertexAttribute
 

Namespaces

namespace  Foundation
 
namespace  Foundation::RHI
 Low-level Rendering Hardware Interface (RHI) abstractions.
 

Typedefs

using Foundation::RHI::RHIExtent1D = glm::vec< 1, uint32_t >
 
using Foundation::RHI::RHIExtent2D = glm::vec< 2, uint32_t >
 
using Foundation::RHI::RHIExtent3D = glm::vec< 3, uint32_t >
 
using Foundation::RHI::RHIOffset1D = glm::vec< 1, int32_t >
 
using Foundation::RHI::RHIOffset2D = glm::vec< 2, int32_t >
 
using Foundation::RHI::RHIOffset3D = glm::vec< 3, int32_t >
 
using Foundation::RHI::RHIClearColor = glm::vec< 4, float >
 
using Foundation::RHI::RHIClearDepthStencil = Pair< float, uint32_t >
 

Enumerations

enum class  Foundation::RHI::RHIResourceFormat {
  Foundation::RHI::Undefined = 0 , Foundation::RHI::R8G8B8A8Unorm , Foundation::RHI::R8G8B8A8Srgb , Foundation::RHI::B8G8R8A8Unrom ,
  Foundation::RHI::B8G8R8A8Srgb , Foundation::RHI::R32SignedFloat , Foundation::RHI::R32G32SignedFloat , Foundation::RHI::R32G32B32SignedFloat ,
  Foundation::RHI::R32G32B32A32SignedFloat , Foundation::RHI::R16SignedFloat , Foundation::RHI::R16G16SignedFloat , Foundation::RHI::R16G16B16SignedFloat ,
  Foundation::RHI::R16G16B16A16SignedFloat , Foundation::RHI::R32Uint , Foundation::RHI::R16Uint , Foundation::RHI::D32SignedFloat
}
 
enum class  Foundation::RHI::RHICommandPoolType { Foundation::RHI::Persistent , Foundation::RHI::Transient }
 
enum class  Foundation::RHI::RHIDeviceQueueType {
  Foundation::RHI::Undefined , Foundation::RHI::Graphics , Foundation::RHI::Compute , Foundation::RHI::Transfer ,
  Foundation::RHI::Present
}
 
enum class  Foundation::RHI::RHIDevicePipelineType { Foundation::RHI::Graphics , Foundation::RHI::Compute }
 
enum class  Foundation::RHI::RHIDeviceHeapType { Foundation::RHI::Local , Foundation::RHI::Upload , Foundation::RHI::Readback }
 
enum class  Foundation::RHI::RHITextureLayout {
  Foundation::RHI::Undefined , Foundation::RHI::General , Foundation::RHI::RenderTarget , Foundation::RHI::DepthStencil ,
  Foundation::RHI::Present , Foundation::RHI::TransferDst , Foundation::RHI::TransferSrc , Foundation::RHI::ShaderReadOnly
}
 
enum class  Foundation::RHI::RHIResourceHostAccess { Foundation::RHI::Invisible , Foundation::RHI::ReadWrite , Foundation::RHI::WriteOnly }
 
enum class  Foundation::RHI::RHIDescriptorType {
  Foundation::RHI::Sampler , Foundation::RHI::SampledImage , Foundation::RHI::StorageImage , Foundation::RHI::UniformBuffer ,
  Foundation::RHI::StorageBuffer
}
 
enum class  Foundation::RHI::RHIMultisampleCount {
  Foundation::RHI::E1 , Foundation::RHI::E2 , Foundation::RHI::E4 , Foundation::RHI::E8 ,
  Foundation::RHI::E16
}
 
enum class  Foundation::RHI::RHITextureDimension { Foundation::RHI::E1D , Foundation::RHI::E2D , Foundation::RHI::E3D }
 

Functions

 Foundation::RHI::ENUM_NAME_CONV_END ()
 
 Foundation::RHI::BITMASK_ENUM_END ()
 

Variables

static constexpr size_t Foundation::RHI::kFullSize = -1
 
 Foundation::RHI::Vertex = 1 << 0
 
 Foundation::RHI::Fragment = 1 << 1
 
 Foundation::RHI::Compute = 1 << 2
 
 Foundation::RHI::RayGeneration = 1 << 3
 
 Foundation::RHI::RayAnyHit = 1 << 4
 
 Foundation::RHI::RayClosestHit = 1 << 5
 
 Foundation::RHI::RayMiss = 1 << 6
 
 Foundation::RHI::RayIntersection = 1 << 7
 
 Foundation::RHI::Task = 1 << 8
 
 Foundation::RHI::Mesh = 1 << 9
 
 Foundation::RHI::All
 
 Foundation::RHI::RenderTargetWrite = 1 << 0
 
 Foundation::RHI::RenderTargetRead = 1 << 1
 
 Foundation::RHI::DepthStencilWrite = 1 << 2
 
 Foundation::RHI::DepthStencilRead = 1 << 3
 
 Foundation::RHI::TransferWrite = 1 << 4
 
 Foundation::RHI::TransferRead = 1 << 5
 
 Foundation::RHI::ShaderWrite = 1 << 6
 
 Foundation::RHI::ShaderRead = 1 << 7
 
 Foundation::RHI::UniformRead = 1 << 8
 
 Foundation::RHI::HostWrite = 1 << 9
 
 Foundation::RHI::HostRead
 
 Foundation::RHI::DrawIndirect = 1 << 1
 
 Foundation::RHI::VertexShader = 1 << 2
 
 Foundation::RHI::FragmentShader = 1 << 3
 
 Foundation::RHI::ComputeShader = 1 << 4
 
 Foundation::RHI::RayTracingShader = 1 << 5
 
 Foundation::RHI::MeshShader = 1 << 6
 
 Foundation::RHI::TaskShader = 1 << 7
 
 Foundation::RHI::RenderTargetOutput = 1 << 8
 
 Foundation::RHI::Transfer = 1 << 9
 
 Foundation::RHI::EarlyFragmentTests = 1 << 10
 
 Foundation::RHI::LateFragmentTests = 1 << 11
 
 Foundation::RHI::Host = 1 << 27
 
 Foundation::RHI::AllGraphics = 1 << 28
 
 Foundation::RHI::TopOfPipe = 1 << 29
 
 Foundation::RHI::BottomOfPipe = 1 << 30
 
 Foundation::RHI::VertexBuffer = 1 << 0
 
 Foundation::RHI::IndexBuffer = 1 << 1
 
 Foundation::RHI::UniformBuffer = 1 << 2
 
 Foundation::RHI::StorageBuffer = 1 << 3
 
 Foundation::RHI::IndirectBuffer = 1 << 4
 
 Foundation::RHI::TransferSource = 1 << 5
 
 Foundation::RHI::TransferDestination
 
 Foundation::RHI::RenderTarget = 1 << 0
 
 Foundation::RHI::DepthStencil = 1 << 1
 
 Foundation::RHI::SampledImage = 1 << 2
 
 Foundation::RHI::StorageImage = 1 << 3
 
 Foundation::RHI::Color = 1 << 0
 
 Foundation::RHI::Depth = 1 << 1
 
 Foundation::RHI::Stencil