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constexpr bool | Divide::Config::Build::IS_RELEASE_BUILD = true |
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constexpr bool | Divide::Config::Build::IS_DEBUG_BUILD = false |
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constexpr bool | Divide::Config::Build::IS_PROFILE_BUILD = false |
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constexpr bool | Divide::Config::Build::IS_SHIPPING_BUILD = IS_RELEASE_BUILD && false |
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constexpr bool | Divide::Config::Build::IS_EDITOR_BUILD = false |
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constexpr bool | Divide::Config::Build::ENABLE_EDITOR = !IS_SHIPPING_BUILD |
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constexpr bool | Divide::Config::Assert::LOG_ASSERTS = !Build::IS_RELEASE_BUILD |
| Log assert fails messages to the error log file.
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constexpr bool | Divide::Config::Assert::SHOW_MESSAGE_BOX = LOG_ASSERTS |
| Popup a GUI Message Box on asserts;.
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constexpr bool | Divide::Config::Assert::CONTINUE_ON_ASSERT = false |
| Do not call the platform "assert" function in order to continue application execution.
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constexpr unsigned short | Divide::Config::Profile::MAX_PROFILE_TIMERS = 1 << 10 |
| How many profiling timers are we allowed to use in our applications. We allocate them upfront, so a max limit is needed.
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constexpr bool | Divide::Config::Profile::ENABLE_FUNCTION_PROFILING = !Build::IS_SHIPPING_BUILD |
| Enable function level profiling.
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constexpr float | Divide::Config::ALPHA_DISCARD_THRESHOLD = 1.f - 0.05f |
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constexpr unsigned char | Divide::Config::MINIMUM_VULKAN_MINOR_VERSION = 3u |
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constexpr unsigned char | Divide::Config::DESIRED_VULKAN_MINOR_VERSION = 3u |
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constexpr U16 | Divide::Config::TARGET_FRAME_RATE = 60 |
| Application desired framerate for physics and input simulations.
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constexpr U8 | Divide::Config::MAX_FRAMES_IN_FLIGHT = 3u |
| Maximum number of active frames until we start waiting on a fence/sync.
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constexpr U8 | Divide::Config::TICK_DIVISOR = 2u |
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constexpr U16 | Divide::Config::MIN_SLEEP_THRESHOLD_MS = 5u |
| The minimum threshold needed for a threaded loop to use sleep. Update intervals bellow this threshold will not use sleep!
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constexpr size_t | Divide::Config::REQUIRED_RAM_SIZE_IN_BYTES = 2u * (1024u * 1024 * 1024) |
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constexpr U32 | Divide::Config::MAX_POOLED_TASKS = 1 << 16 |
| How many tasks should we keep in a per-thread pool to avoid using new/delete (must be power of two)
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constexpr U16 | Divide::Config::MAX_BONE_COUNT_PER_NODE = 1 << 7 |
| Maximum number of bones available per node.
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constexpr U16 | Divide::Config::MAX_VISIBLE_NODES = 1 << 13 |
| Estimated maximum number of visible objects per render pass (this includes debug primitives)
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constexpr U16 | Divide::Config::MAX_CONCURRENT_MATERIALS = 1 << 14 |
| Estimated maximum number of materials used in a single frame by all passes combined.
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constexpr U8 | Divide::Config::MAX_CLIP_DISTANCES = 3u |
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constexpr U8 | Divide::Config::MAX_CULL_DISTANCES = 1u |
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constexpr U8 | Divide::Config::MAX_REFLECTIVE_NODES_IN_VIEW = Build::IS_DEBUG_BUILD ? 3u : 5u |
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constexpr U8 | Divide::Config::MAX_REFRACTIVE_NODES_IN_VIEW = Build::IS_DEBUG_BUILD ? 2u : 4u |
| Similar to MAX_REFLECTIVE_NODES_IN_VIEW but for custom refraction passes (e.g. Water, special glass, etc). Also a candidate for removal.
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constexpr U8 | Divide::Config::MAX_REFLECTIVE_PROBES_PER_PASS = 6u |
| Maximum number of environment probes we are allowed to update per frame.
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constexpr U8 | Divide::Config::MAX_LOCAL_PLAYER_COUNT = 4u |
| Maximum number of players we support locally. We store per-player data such as key-bindings, camera positions, etc.
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constexpr U8 | Divide::Config::MAX_DEBUG_SCOPE_DEPTH = 32u |
| Maximum number of nested debug scopes we support in the renderer.
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constexpr U8 | Divide::Config::Lighting::MAX_SHADOW_CASTING_DIRECTIONAL_LIGHTS = 2u |
| How many lights (in order as passed to the shader for the node) should cast shadows.
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constexpr U8 | Divide::Config::Lighting::MAX_SHADOW_CASTING_POINT_LIGHTS = 4u |
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constexpr U8 | Divide::Config::Lighting::MAX_SHADOW_CASTING_SPOT_LIGHTS = 6u |
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constexpr U8 | Divide::Config::Lighting::MAX_SHADOW_CASTING_LIGHTS = MAX_SHADOW_CASTING_DIRECTIONAL_LIGHTS + MAX_SHADOW_CASTING_POINT_LIGHTS + MAX_SHADOW_CASTING_SPOT_LIGHTS |
| Maximum number of shadow casting lights processed per frame.
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constexpr U8 | Divide::Config::Lighting::MAX_CSM_SPLITS_PER_LIGHT = 4u |
| Used for CSM or PSSM to determine the maximum number of frustum splits.
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constexpr U16 | Divide::Config::Lighting::MAX_ACTIVE_LIGHTS_PER_FRAME = 1 << 12 |
| Maximum number of lights we process per frame. We need this upper bound for pre-allocating arrays and setting up shaders. Increasing it shouldn't hurt performance in a linear fashion.
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constexpr U16 | Divide::Config::Lighting::ClusteredForward::MAX_LIGHTS_PER_CLUSTER = 100u |
| Upper limit of lights used in a cluster. The lower, the better performance at the cost of pop-in/glitches. At ~100, any temporal issues should remain fairly hidden.
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constexpr U8 | Divide::Config::Lighting::ClusteredForward::CLUSTERS_X = 16u |
| Controls compute shader dispatch. e.g. Dispatch Z count = CLUSTERS_Z / CLUSTERS_Z_THREADS.
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constexpr U8 | Divide::Config::Lighting::ClusteredForward::CLUSTERS_Y = 8u |
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constexpr U8 | Divide::Config::Lighting::ClusteredForward::CLUSTERS_Z = 24u |
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constexpr U8 | Divide::Config::Lighting::ClusteredForward::CLUSTERS_X_THREADS = CLUSTERS_X |
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constexpr U8 | Divide::Config::Lighting::ClusteredForward::CLUSTERS_Y_THREADS = CLUSTERS_Y |
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constexpr U8 | Divide::Config::Lighting::ClusteredForward::CLUSTERS_Z_THREADS = CLUSTERS_Z / 6u |
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constexpr U16 | Divide::Config::Lighting::ClusteredForward::MAX_COMPUTE_THREADS = 1024u |
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constexpr U16 | Divide::Config::Networking::NETWORK_SEND_FREQUENCY_HZ = 20 |
| How often should the client send messages to the server.
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constexpr U16 | Divide::Config::Networking::NETWORK_SEND_RETRY_COUNT = 3 |
| How many times should we try to send an update to the server before giving up?
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constexpr bool | Divide::Config::ENABLE_GPU_VALIDATION = !Build::IS_SHIPPING_BUILD |
| Error callbacks, validations, buffer checks, etc. are controlled by this flag. Heavy performance impact!
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constexpr bool | Divide::Config::ENABLE_LOCALE_FILE_WATCHER = !Build::IS_SHIPPING_BUILD && Build::ENABLE_EDITOR |
| Scan changes to shader source files, script files, etc to hot-reload assets. Isn't needed in shipping builds or without the editor enabled.
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constexpr char | Divide::Config::DEFAULT_PROJECT_NAME [] = "Default" |
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constexpr char | Divide::Config::DEFAULT_SCENE_NAME [] = "Default" |
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constexpr char | Divide::Config::DELETED_FOLDER_NAME [] = "Deleted" |
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constexpr char | Divide::Config::ENGINE_NAME [] = "Divide Framework" |
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constexpr auto | Divide::Config::ENGINE_VERSION_MAJOR = 0u |
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constexpr auto | Divide::Config::ENGINE_VERSION_MINOR = 1u |
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constexpr auto | Divide::Config::ENGINE_VERSION_PATCH = 0u |
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constexpr char | OUTPUT_LOG_FILE [] = "console.log" |
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constexpr char | ERROR_LOG_FILE [] = "errors.log" |
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