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. | |
| IThreadPool * | pAsyncShaderCompilationThreadPool = 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. | |
Serialization device creation information.
| GraphicsAdapterInfo Diligent::SerializationDeviceCreateInfo::AdapterInfo |
Adapter info, contains device parameters.
Can be used to validate shaders, render passes, resource signatures and pipeline states.
| RenderDeviceInfo Diligent::SerializationDeviceCreateInfo::DeviceInfo |
Device info, contains enabled device features.
Can be used to validate shaders, render passes, resource signatures and pipeline states.
| 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.