Kohi Game Engine
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Engine-level current frame-specific data. More...
#include <frame_data.h>
Data Fields | |
f32 | delta_time |
The time in seconds since the last frame. More... | |
f64 | total_time |
The total amount of time in seconds the application has been running. More... | |
u32 | drawn_mesh_count |
The number of meshes drawn in the last frame. More... | |
frame_allocator_int | allocator |
An allocator designed and used for per-frame allocations. More... | |
u64 | renderer_frame_number |
The current renderer frame number, typically used for data synchronization. More... | |
u8 | draw_index |
The draw index for this frame. Used to track queue submissions for this frame (renderer_begin()/end())/. More... | |
u64 | render_target_index |
The current render target index for renderers that use multiple render targets at once (i.e. Vulkan). For renderers that don't this will likely always be 0. More... | |
void * | application_frame_data |
Application level frame specific data. Optional, up to the app to know how to use this if needed. More... | |
Engine-level current frame-specific data.
frame_allocator_int allocator |
An allocator designed and used for per-frame allocations.
void* application_frame_data |
Application level frame specific data. Optional, up to the app to know how to use this if needed.
f32 delta_time |
The time in seconds since the last frame.
u8 draw_index |
The draw index for this frame. Used to track queue submissions for this frame (renderer_begin()/end())/.
u32 drawn_mesh_count |
The number of meshes drawn in the last frame.
u64 render_target_index |
The current render target index for renderers that use multiple render targets at once (i.e. Vulkan). For renderers that don't this will likely always be 0.
u64 renderer_frame_number |
The current renderer frame number, typically used for data synchronization.
f64 total_time |
The total amount of time in seconds the application has been running.