Kohi Game Engine
frame_data Struct Reference

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...
 

Detailed Description

Engine-level current frame-specific data.

Field Documentation

◆ allocator

An allocator designed and used for per-frame allocations.

◆ application_frame_data

void* application_frame_data

Application level frame specific data. Optional, up to the app to know how to use this if needed.

◆ delta_time

f32 delta_time

The time in seconds since the last frame.

◆ draw_index

u8 draw_index

The draw index for this frame. Used to track queue submissions for this frame (renderer_begin()/end())/.

◆ drawn_mesh_count

u32 drawn_mesh_count

The number of meshes drawn in the last frame.

◆ render_target_index

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.

◆ renderer_frame_number

u64 renderer_frame_number

The current renderer frame number, typically used for data synchronization.

◆ total_time

f64 total_time

The total amount of time in seconds the application has been running.


The documentation for this struct was generated from the following file: