Diligent Engine
 
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Diligent::GLTF::ResourceManager::CreateInfo Struct Reference

Resource manager create info. More...

#include <GLTFResourceManager.hpp>

Public Attributes

BufferSuballocatorCreateInfo IndexAllocatorCI
 Index buffer suballocator create info.
 
const VertexPoolCreateInfopVertexPoolCIs = nullptr
 A pointer to an array of NumVertexPools vertex pool create infos.
 
const DynamicTextureAtlasCreateInfopTexAtlasCIs = nullptr
 A pointer to an array of NumTexAtlases texture atlas create infos.
 
Uint32 NumVertexPools = 0
 The number of elements in pVertexPoolCIs array.
 
Uint32 NumTexAtlases = 0
 The number of elements in pTexAtlasCIs array.
 
Uint32 NumTextureAllocationShards = 1
 
DynamicTextureAtlasCreateInfo DefaultAtlasDesc
 
DefaultVertexPoolDesc DefaultPoolDesc
 

Detailed Description

Resource manager create info.

Member Data Documentation

◆ DefaultAtlasDesc

DynamicTextureAtlasCreateInfo Diligent::GLTF::ResourceManager::CreateInfo::DefaultAtlasDesc

Default texture atlas description that is used to create texture atlas not explicitly specified in pTexAtlasCIs. If DefaultAtlasDesc.Desc.Type is Diligent::RESOURCE_DIM_UNDEFINED, additional atlases will not be created.

◆ DefaultPoolDesc

DefaultVertexPoolDesc Diligent::GLTF::ResourceManager::CreateInfo::DefaultPoolDesc

Default vertex pool description that is used to create vertex pools not explicitly specified in pVertexPoolCIs. If DefaultPoolDesc.VertexCount is 0, additional pools will not be created.

◆ NumTextureAllocationShards

Uint32 Diligent::GLTF::ResourceManager::CreateInfo::NumTextureAllocationShards = 1

The number of shards in texture allocation map. Shards are used to reduce contention when allocating texture space and finding texture allocations by cache ID from multiple threads simultaneously. The more shards, the less contention, but the more memory is used by the map.