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// Copyright 2014 Intel Corporation All Rights Reserved
//
// Intel makes no representations about the suitability of this software for any purpose.
// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
// Intel does not assume any responsibility for any errors which may appear in this software
// nor any responsibility to update it.
#pragma once
#include "camera.h"
#include "common_defines.h"
// Profiling
#define ENABLE_VTUNE_TASK_PROFILING 1
// Content settings
#ifdef _DEBUG
enum { NUM_ASTEROIDS = 2000 };
#else
enum { NUM_ASTEROIDS = 50000 };
#endif
enum { TEXTURE_DIM = 256 }; // Req'd to be pow2 at the moment
enum { TEXTURE_ANISO = 2 };
enum { NUM_UNIQUE_MESHES = 1000 };
enum { MESH_MAX_SUBDIV_LEVELS = 3 }; // 4x polys for each step.
// See common_defines.h for NUM_UNIQUE_TEXTURES (also needed by shader now)
#define SIM_ORBIT_RADIUS 450.f
#define SIM_DISC_RADIUS 120.f
#define SIM_MIN_SCALE 0.2f
// In FLIP swap chains the compositor owns one of your buffers at any given point
// Thus to run unconstrained (>vsync) frame rates, you need 3 buffers
enum { NUM_SWAP_CHAIN_BUFFERS = 5 };
// In D3D12, this is the pipeline depth in frames - larger = more latency, shorter = potential bubbles.
// Usually 2-4 are good values.
enum { NUM_FRAMES_TO_BUFFER = 3 };
// In D3D12 this is the number of command buffers we generate for the main scene rendering
// Also effectively max thread parallelism
enum { NUM_SUBSETS = 4 };
// Buffer size for dynamic sprite data
enum { MAX_SPRITE_VERTICES_PER_FRAME = 6 * 1024 };
// This structure is often copied/passed by value so don't put anything really expensive in it.
struct Settings
{
double closeAfterSeconds = 0.0;
int windowWidth = 1080;
int windowHeight = 720;
int renderWidth;
int renderHeight;
int numThreads = 0; // 0 means #cpu-1
unsigned int lockedFrameRate = 15;
bool logFrameTimes = false;
bool vsync = 0;
bool windowed = true;
enum RenderMode
{
Undefined,
NativeD3D11,
NativeD3D12,
DiligentD3D11,
DiligentD3D12,
DiligentVulkan
}mode = DiligentD3D11;
int resourceBindingMode = 3; // Only for DiligentD3D12 and DiligentVk modes
bool lockFrameRate = false;
bool animate = true;
// Multithreading actually makes debugging annoying so disable by default
#if defined(_DEBUG)
bool multithreadedRendering = true;
#else
bool multithreadedRendering = true;
#endif
bool submitRendering = true;
bool executeIndirect = false;
bool warp = false;
};
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