Chronos 0.0
A advanced 2D rendering and animation system
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vulkanHeaders.hpp File Reference

Contains the common headers for the vulkan API. More...

#include <GLFW/glfw3.h>
#include "glm/ext.hpp"
#include "glm/gtx/string_cast.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
Include dependency graph for vulkanHeaders.hpp:
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Go to the source code of this file.

Macros

#define GLFW_INCLUDE_VULKAN
 
#define GLM_ENABLE_EXPERIMENTAL
 
#define GLM_FORCE_RADIANS
 
#define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES
 
#define GLM_ENABLE_EXPERIMENTAL
 
#define MAX_FRAMES_IN_FLIGHT   2
 The number of frames in flight.
 

Detailed Description

Contains the common headers for the vulkan API.

More specifically it includes the following packages:

  • GLFW
  • GLM
  • Vulkan(included by GLFW)

Definition in file vulkanHeaders.hpp.

Macro Definition Documentation

◆ GLFW_INCLUDE_VULKAN

#define GLFW_INCLUDE_VULKAN

Definition at line 34 of file vulkanHeaders.hpp.

◆ GLM_ENABLE_EXPERIMENTAL [1/2]

#define GLM_ENABLE_EXPERIMENTAL

Definition at line 36 of file vulkanHeaders.hpp.

◆ GLM_ENABLE_EXPERIMENTAL [2/2]

#define GLM_ENABLE_EXPERIMENTAL

Definition at line 36 of file vulkanHeaders.hpp.

◆ GLM_FORCE_DEFAULT_ALIGNED_GENTYPES

#define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES

Definition at line 38 of file vulkanHeaders.hpp.

◆ GLM_FORCE_RADIANS

#define GLM_FORCE_RADIANS

Definition at line 37 of file vulkanHeaders.hpp.

◆ MAX_FRAMES_IN_FLIGHT

#define MAX_FRAMES_IN_FLIGHT   2

The number of frames in flight.

During rendering, we can have multiple frames in flight. This ensures that the GPU and CPU are busy at the same time and not waiting for each other. Hence we create multiple frames and while one is rendering, the other is being prepared. This ensures maximum performance.

Definition at line 53 of file vulkanHeaders.hpp.