2023-10-09 11:34:50 -07:00
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/* Copyright (C) 2023 Wildfire Games.
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2023-12-02 16:30:12 -08:00
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* This file is part of 0 A.D.
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2023-10-09 11:34:50 -07:00
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*
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2023-12-02 16:30:12 -08:00
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* 0 A.D. is free software: you can redistribute it and/or modify
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2023-10-09 11:34:50 -07:00
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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2023-10-09 11:34:50 -07:00
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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2023-12-02 16:30:12 -08:00
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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2023-10-09 11:34:50 -07:00
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_UID
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#define INCLUDED_RENDERER_BACKEND_VULKAN_UID
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#include <cstdint>
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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/**
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* Unique identifier for a device object. It must be unique along all objects
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* during a whole application run. We assume that 32bits should be enough, else
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* we'd have a too big object flow.
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* TODO: maybe it makes sense to add it for all backends. Also it might make
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* sense to add categories/types. Several high bits might be for describing an
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* object type, low bits for indexing.
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*/
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using DeviceObjectUID = uint32_t;
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static constexpr DeviceObjectUID INVALID_DEVICE_OBJECT_UID = 0;
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_VULKAN_UID
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