Engine context attributes for rendering, window, and driver setup.
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#include <Types.h>
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int | redBits {8} |
| | Red channel precision in bits.
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int | greenBits {8} |
| | Green channel precision in bits.
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int | blueBits {8} |
| | Blue channel precision in bits.
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int | alphaBits {8} |
| | Alpha channel precision in bits.
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int | depthBits {24} |
| | Depth buffer precision in bits.
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int | stencilBits {8} |
| | Stencil buffer precision in bits.
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int | multisamplingCount {0} |
| | Number of samples for MSAA (0 = disabled).
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bool | vsync {true} |
| | Enable vertical sync.
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bool | debugLayerEnabled {false} |
| | Enable graphics API debug layer.
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uint32_t | uploadBufferSize {16 * 1024 * 1024} |
| | Upload buffer size (used by D3D12 RHI).
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bool | visible {true} |
| | Whether the window is visible at creation.
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bool | decorated {true} |
| | Whether the window has system decorations.
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void * | windowParent {nullptr} |
| | Parent window handle (Win32-specific).
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PowerPreference | powerPreference {PowerPreference::Auto} |
| | GPU power preference.
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RenderScaleMode | renderScaleMode {RenderScaleMode::Default} |
| | Render scaling mode.
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Engine context attributes for rendering, window, and driver setup.
This structure defines the configuration parameters used when creating the rendering context and window surface. Attributes are grouped into:
- Rendering attributes: color/depth/stencil precision, MSAA, vsync, debug layers, upload buffer size, shader-controlled sampler.
- Window attributes: visibility, decorations, parent window handle.
- Driver attributes: GPU power preference, render scale mode.
Default values are chosen to provide a balance between compatibility and quality across platforms.
The documentation for this struct was generated from the following file: