Attributes of the WebGPU-based engine implementation. More...
#include <GraphicsTypes.h>
Public Attributes | |
Uint32 | UploadHeapPageSize = 8 << 20 |
Upload heap page size. | |
Uint32 | DynamicHeapSize = 8 << 20 |
The size of the dynamic heap (the buffer that is used to suballocate memory for dynamic resources). | |
Uint32 | DynamicHeapPageSize = 256 << 10 |
Uint32 | QueryPoolSizes [QUERY_TYPE_NUM_TYPES] |
Query pool size for each query type. | |
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Int32 | EngineAPIVersion = DILIGENT_API_VERSION |
Engine API version number. | |
Uint32 | AdapterId = DEFAULT_ADAPTER_ID |
Version | GraphicsAPIVersion = {} |
Minimum required graphics API version (feature level for Direct3D). | |
const ImmediateContextCreateInfo * | pImmediateContextInfo = nullptr |
Uint32 | NumImmediateContexts = 0 |
The number of immediate contexts in pImmediateContextInfo array. | |
Uint32 | NumDeferredContexts = 0 |
The number of deferred contexts to create when initializing the engine. | |
DeviceFeatures | Features |
Requested device features. | |
Bool | EnableValidation = false |
VALIDATION_FLAGS | ValidationFlags = VALIDATION_FLAG_NONE |
Validation options, see Diligent::VALIDATION_FLAGS. | |
struct IMemoryAllocator * | pRawMemAllocator = nullptr |
IThreadPool * | pAsyncShaderCompilationThreadPool = nullptr |
Uint32 | NumAsyncShaderCompilationThreads = 0xFFFFFFFFu |
When AsyncShaderCompilation is enabled, the maximum number of threads that can be used to compile shaders. | |
const OpenXRAttribs * | pXRAttribs = nullptr |
Additional Inherited Members | |
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void | SetValidationLevel (VALIDATION_LEVEL Level) |
Sets the validation options corresponding to the specified level, see Diligent::VALIDATION_LEVEL. | |
Attributes of the WebGPU-based engine implementation.
Uint32 Diligent::EngineWebGPUCreateInfo::DynamicHeapPageSize = 256 << 10 |
Size of the memory chunk suballocated by immediate/deferred context from the global dynamic heap to perform lock-free dynamic suballocations.
Uint32 Diligent::EngineWebGPUCreateInfo::DynamicHeapSize = 8 << 20 |
The size of the dynamic heap (the buffer that is used to suballocate memory for dynamic resources).
The dynamic heap is used to allocate memory for dynamic resources. Each time a dynamic buffer or dynamic texture is mapped, the engine allocates a new chunk of memory from the dynamic heap. At the end of the frame, all dynamic memory allocated for the frame is recycled. Note that unlike Vulkan, the dynamic memory becomes available immediately for use in the next frame.
Uint32 Diligent::EngineWebGPUCreateInfo::UploadHeapPageSize = 8 << 20 |
Upload heap page size.
Upload heap is used to update resources with IDeviceContext::UpdateBuffer(), IDeviceContext::UpdateTexture(), or to map dynamic textures.