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