- AssetManager uses static assets ID from path hash - PipelineFactory creates Vulkan pipelines using PipelineConfig structure depending on AssetMaterial and creation flags - AssetMaterial describes pipelines (e.g. used shaders) - Materials are described with JSON in sources with path references to other assets - AssetMaterial is parsed from binary file with asset IDs in references - compile_config tool compiles material JSON file to binary file with path references replaced with asset IDs - Allocator supports type's constructors with arguments - NativeFileSystem: fixed empty bufferSize and buffer trash
15 lines
246 B
C++
15 lines
246 B
C++
#pragma once
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#ifdef NDEBUG
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#define P7_SINK L"/P7.Sink=FileTxt"
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#else
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#define P7_SINK L"/P7.Sink=Console"
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#endif
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#ifndef APP_VERSION
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#define MAJOR_VERSION 0
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#define MINOR_VERSION 0
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#define PATCH_VERSION 0
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#endif
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#define ASSETS_HASH_SPACE 0 |