47#elif defined(_PROFILE)
61#if defined(_START_IN_EDITOR)
165 namespace ClusteredForward {
183namespace Networking {
constexpr char ERROR_LOG_FILE[]
constexpr char OUTPUT_LOG_FILE[]
constexpr bool LOG_ASSERTS
Log assert fails messages to the error log file.
constexpr bool CONTINUE_ON_ASSERT
Do not call the platform "assert" function in order to continue application execution.
constexpr bool SHOW_MESSAGE_BOX
Popup a GUI Message Box on asserts;.
constexpr bool ENABLE_EDITOR
constexpr bool IS_SHIPPING_BUILD
constexpr bool IS_RELEASE_BUILD
constexpr bool IS_DEBUG_BUILD
constexpr bool IS_PROFILE_BUILD
constexpr bool IS_EDITOR_BUILD
constexpr U8 CLUSTERS_Y_THREADS
constexpr U8 CLUSTERS_X_THREADS
constexpr U8 CLUSTERS_Z_THREADS
constexpr U8 CLUSTERS_X
Controls compute shader dispatch. e.g. Dispatch Z count = CLUSTERS_Z / CLUSTERS_Z_THREADS.
constexpr U16 MAX_LIGHTS_PER_CLUSTER
Upper limit of lights used in a cluster. The lower, the better performance at the cost of pop-in/glit...
constexpr U16 MAX_COMPUTE_THREADS
constexpr U8 MAX_SHADOW_CASTING_POINT_LIGHTS
constexpr U8 MAX_SHADOW_CASTING_SPOT_LIGHTS
constexpr U16 MAX_ACTIVE_LIGHTS_PER_FRAME
Maximum number of lights we process per frame. We need this upper bound for pre-allocating arrays and...
constexpr U8 MAX_SHADOW_CASTING_LIGHTS
Maximum number of shadow casting lights processed per frame.
constexpr U8 MAX_CSM_SPLITS_PER_LIGHT
Used for CSM or PSSM to determine the maximum number of frustum splits.
constexpr U8 MAX_SHADOW_CASTING_DIRECTIONAL_LIGHTS
How many lights (in order as passed to the shader for the node) should cast shadows.
constexpr U16 NETWORK_SEND_FREQUENCY_HZ
How often should the client send messages to the server.
constexpr U16 NETWORK_SEND_RETRY_COUNT
How many times should we try to send an update to the server before giving up?
constexpr bool ENABLE_FUNCTION_PROFILING
Enable function level profiling.
constexpr unsigned short MAX_PROFILE_TIMERS
How many profiling timers are we allowed to use in our applications. We allocate them upfront,...
constexpr U16 TARGET_FRAME_RATE
Application desired framerate for physics and input simulations.
constexpr U16 MAX_CONCURRENT_MATERIALS
Estimated maximum number of materials used in a single frame by all passes combined.
constexpr U8 MAX_DEBUG_SCOPE_DEPTH
Maximum number of nested debug scopes we support in the renderer.
constexpr U16 MIN_SLEEP_THRESHOLD_MS
The minimum threshold needed for a threaded loop to use sleep. Update intervals bellow this threshold...
constexpr U8 MAX_LOCAL_PLAYER_COUNT
Maximum number of players we support locally. We store per-player data such as key-bindings,...
constexpr auto ENGINE_VERSION_MINOR
constexpr unsigned char MINIMUM_VULKAN_MINOR_VERSION
constexpr U32 MAX_POOLED_TASKS
How many tasks should we keep in a per-thread pool to avoid using new/delete (must be power of two)
constexpr char DELETED_FOLDER_NAME[]
constexpr bool ENABLE_GPU_VALIDATION
Error callbacks, validations, buffer checks, etc. are controlled by this flag. Heavy performance impa...
constexpr U8 TICK_DIVISOR
constexpr U8 MAX_CULL_DISTANCES
constexpr char DEFAULT_PROJECT_NAME[]
constexpr unsigned char DESIRED_VULKAN_MINOR_VERSION
constexpr auto ENGINE_VERSION_PATCH
constexpr char DEFAULT_SCENE_NAME[]
constexpr U8 MAX_REFLECTIVE_NODES_IN_VIEW
constexpr U16 MAX_BONE_COUNT_PER_NODE
Maximum number of bones available per node.
constexpr U8 MAX_REFLECTIVE_PROBES_PER_PASS
Maximum number of environment probes we are allowed to update per frame.
constexpr float ALPHA_DISCARD_THRESHOLD
constexpr U8 MAX_REFRACTIVE_NODES_IN_VIEW
Similar to MAX_REFLECTIVE_NODES_IN_VIEW but for custom refraction passes (e.g. Water,...
constexpr U16 MAX_VISIBLE_NODES
Estimated maximum number of visible objects per render pass (this includes debug primitives)
constexpr size_t REQUIRED_RAM_SIZE_IN_BYTES
constexpr U8 MAX_FRAMES_IN_FLIGHT
Maximum number of active frames until we start waiting on a fence/sync.
constexpr U8 MAX_CLIP_DISTANCES
constexpr auto ENGINE_VERSION_MAJOR
constexpr char ENGINE_NAME[]
constexpr bool ENABLE_LOCALE_FILE_WATCHER
Scan changes to shader source files, script files, etc to hot-reload assets. Isn't needed in shipping...
Handle console commands that start with a forward slash.