Bicameral Engine
GPU-resident engine for a magic-research open-world game
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probe_save_point.cpp File Reference
#include <algorithm>
#include "core/aliases.h"
#include "core/log.h"
#include "gpu/com_ptr.h"
#include "gpu/resources.h"
#include "sim/probe_sim.h"
Include dependency graph for probe_save_point.cpp:

Go to the source code of this file.

Namespaces

namespace  bicameral
namespace  bicameral::sim
namespace  bicameral::sim::anonymous_namespace{probe_save_point.cpp}

Functions

void bicameral::sim::anonymous_namespace{probe_save_point.cpp}::AppendTransitions (std::vector< D3D12_RESOURCE_BARRIER > &barriers, std::span< ID3D12Resource *const > resources, D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)
void bicameral::sim::anonymous_namespace{probe_save_point.cpp}::RecordAround (ID3D12GraphicsCommandList10 *list, std::span< ID3D12Resource *const > sources, std::span< ID3D12Resource *const > destinations, bool after)

Variables

constexpr uint64_t bicameral::sim::anonymous_namespace{probe_save_point.cpp}::CELL_BYTES = uint64_t{PROBE_CELL_COUNT} * sizeof(reaction::RxCell)
constexpr uint64_t bicameral::sim::anonymous_namespace{probe_save_point.cpp}::THERMAL_BYTES = uint64_t{PROBE_CELL_COUNT} * sizeof(reaction::HcThermalCache)