Diligent Engine
 
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Diligent::SerializationDeviceCreateInfo Struct Reference

Serialization device creation information. More...

#include <ArchiverFactory.h>

Public Attributes

RenderDeviceInfo DeviceInfo
 Device info, contains enabled device features.
 
GraphicsAdapterInfo AdapterInfo
 Adapter info, contains device parameters.
 
SerializationDeviceD3D11Info D3D11
 Direct3D11 attributes, see Diligent::SerializationDeviceD3D11Info.
 
SerializationDeviceD3D12Info D3D12
 Direct3D12 attributes, see Diligent::SerializationDeviceD3D12Info.
 
SerializationDeviceGLInfo GL
 OpenGL attributes, see Diligent::SerializationDeviceGLInfo.
 
SerializationDeviceVkInfo Vulkan
 Vulkan attributes, see Diligent::SerializationDeviceVkInfo.
 
SerializationDeviceMtlInfo Metal
 Metal attributes, see Diligent::SerializationDeviceMtlInfo.
 
IThreadPoolpAsyncShaderCompilationThreadPool = nullptr
 An optional thread pool for asynchronous shader and pipeline state compilation.
 
Uint32 NumAsyncShaderCompilationThreads = 0
 The maximum number of threads that can be used to compile shaders.
 

Detailed Description

Serialization device creation information.

Member Data Documentation

◆ AdapterInfo

GraphicsAdapterInfo Diligent::SerializationDeviceCreateInfo::AdapterInfo

Adapter info, contains device parameters.

Can be used to validate shaders, render passes, resource signatures and pipeline states.

◆ DeviceInfo

RenderDeviceInfo Diligent::SerializationDeviceCreateInfo::DeviceInfo

Device info, contains enabled device features.

Can be used to validate shaders, render passes, resource signatures and pipeline states.

Note
For OpenGL that does not support separable programs, disable the SeparablePrograms feature.

◆ NumAsyncShaderCompilationThreads

Uint32 Diligent::SerializationDeviceCreateInfo::NumAsyncShaderCompilationThreads = 0

The maximum number of threads that can be used to compile shaders.

If pAsyncShaderCompilationThreadPool is null, this value is used to define the number of threads in the default thread pool. If the value is 0xFFFFFFFF, the number of threads will be determined automatically. If the value is 0, the default thread pool will not be created.

If pAsyncShaderCompilationThreadPool is not null, the value is ignored as the user-provided thread pool is used instead.