Contains system priority enumeration.
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#include <Engine.h>
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enum | ESystemPriority : int32_t {
PreDynamicComponents = -200
, DynamicComponents = -150
, PreTransform = -100
, Transform = 0
,
PostTransform = 100
, PreView = 190
, View = 200
, PreLightView = 203
,
LightView = 205
, DispatchViewDependent = 208
, PostView = 210
, PreGeometry = 900
,
Geometry = 1000
, PostGeometry = 1100
, PreRendering = 9900
, Rendering = 10000
} |
| Defines priority values for systems. More...
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Contains system priority enumeration.
Definition at line 29 of file Engine.h.
◆ ESystemPriority
Defines priority values for systems.
These values are used to determine the order of systems executed in every stage of the update phase.
Systems can be given arbitrary priority values for sorting, but using these makes it obvious when the given system is intended to run.
As an example, consider something like a view-dependent geometry generation system. This could for example use the PostView priority to make it execute after the camera and view system update.
Systems given the same priority will be updated in the order they were added to the engine.
Enumerator |
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PreDynamicComponents | Run before the dynamic components.
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DynamicComponents | Run at the same time as the dynamic components.
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PreTransform | Run before transformations are updated.
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Transform | Run at the time of transformations.
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PostTransform | Run immediately after transformations are updated.
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PreView | Run after transformations, but before view data is updated.
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View | Run at the time view data is updated.
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PreLightView | Run after view, but before the time light views are updated.
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LightView | Run at the time light views are updated.
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DispatchViewDependent | Quickly dispatch view dependent async tasks before serial view dependent tasks.
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PostView | Run after view data has been updated. Anything after this is appropriate for geometry depending on e.g camera position.
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PreGeometry | Run before geometry updates are performed.
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Geometry | Run at the time geometry data is updated.
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PostGeometry | Run after geometry updates are performed, e.g to perform calculations on vertex data.
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PreRendering | Run before rendering is performed.
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Rendering | Run at the time rendering is performed.
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Definition at line 43 of file Engine.h.
The documentation for this struct was generated from the following file: