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/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_UID
#define INCLUDED_RENDERER_BACKEND_VULKAN_UID
#include <cstdint>
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
/**
* Unique identifier for a device object. It must be unique along all objects
* during a whole application run. We assume that 32bits should be enough, else
* we'd have a too big object flow.
* TODO: maybe it makes sense to add it for all backends. Also it might make
* sense to add categories/types. Several high bits might be for describing an
* object type, low bits for indexing.
*/
using DeviceObjectUID = uint32_t;
static constexpr DeviceObjectUID INVALID_DEVICE_OBJECT_UID = 0;
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_UID
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