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authorreduz <reduzio@gmail.com>2021-02-02 16:51:36 -0300
committerreduz <reduzio@gmail.com>2021-02-04 09:42:28 -0300
commitf20999f6feba2af6ae7d246c40fcfc5404bdd429 (patch)
tree7db4bcdf658c4ec9c4933005ad0cf0a8fc6076fb /drivers/vulkan/vulkan_context.h
parent1d1310f3d7fbde091771ee7bb98bb94e60432696 (diff)
Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
Diffstat (limited to 'drivers/vulkan/vulkan_context.h')
-rw-r--r--drivers/vulkan/vulkan_context.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/drivers/vulkan/vulkan_context.h b/drivers/vulkan/vulkan_context.h
index 5cb762aca8..dc6b0410bc 100644
--- a/drivers/vulkan/vulkan_context.h
+++ b/drivers/vulkan/vulkan_context.h
@@ -57,6 +57,11 @@ class VulkanContext {
bool device_initialized = false;
bool inst_initialized = false;
+ String device_vendor;
+ String device_name;
+ String pipeline_cache_id;
+ uint32_t device_api_version = 0;
+
bool buffers_prepared = false;
// Present queue.
@@ -215,6 +220,10 @@ public:
void command_end_label(VkCommandBuffer p_command_buffer);
void set_object_name(VkObjectType p_object_type, uint64_t p_object_handle, String p_object_name);
+ String get_device_vendor_name() const;
+ String get_device_name() const;
+ String get_device_pipeline_cache_uuid() const;
+
VulkanContext();
virtual ~VulkanContext();
};