mirror of
https://github.com/MobileGL-Dev/MobileGL
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33 lines
1.4 KiB
C++
33 lines
1.4 KiB
C++
// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VulkanRendererConfig.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include "Config.h"
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namespace MobileGL::MG_Backend::DirectVulkan {
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struct VulkanRendererConfig {
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// Fallback CPU pipeline depth used when the MOBILEGL_MAGMA_FRAMESINFLIGHT env var is
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// unset/invalid. A deeper pipeline lets the CPU run further ahead of the GPU, hiding
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// per-frame GPU-completion latency. Whatever value is chosen (env or this fallback) is
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// only a request: VulkanRenderer::Initialize clamps it down to the surface's maxImageCount
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// (and never below 2), since not every driver allows that many swapchain images.
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Uint32 MaxFramesInFlight = 3;
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String AppName = "MobileGL-VulkanRenderer";
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MobileGL::Version Version = MG_Config::CoreVersion;
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Uint64 CacheVersion = MG_Config::CacheVersion;
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Uint32 SurfaceWidth = 1;
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Uint32 SurfaceHeight = 1;
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Bool DisablePipelineCache = false;
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#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
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Bool EnableValidationLayers = true;
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#else
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Bool EnableValidationLayers = false;
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#endif
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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