inexorgame / vulkan-renderer

A new 3D game engine for Linux and Windows using C++20 and Vulkan API 1.3, in very early but ongoing development
https://inexor.org
MIT License
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Agree on a list of abbreviations for variable names and add it to the docs #464

Open IAmNotHanni opened 2 years ago

IAmNotHanni commented 2 years ago

Is your feature request related to a problem?

There are inconsistencies in variable naming in the code.

Description

(keep in alphabetical order)

Variable name Abbreviation
allocation alloc
application app
attachment(s) attch(s)
attribute(s) attr(s)
begin info bi
bounding box bbox
bounding sphere bsphere
buffer(s) buf(s)
capabilities caps
command(s) cmd(s)
configuration config
constant const
coordiantes coords
create info ci
dependencies deps
descriptor desc
destination dst
dynamic dyn
extension ext
feature(s) feat(s)
format fmt
framebuffer(s) framebuf(s)
function func
image img
image_view img_view
instance inst
maximum max
memory mem
minimum min
object obj
origin orig
preferred pref
properties props
queue family index qfam_index
rasterization rast
reference ref
resource res
state create info sci
source src
subresource subres
vulkan memory allocator vma
vulkan vk
window wnd

Parameter name suggestions

Variable name Proposed name
VkInstance inst
VkPhysicalDevice gpu
VkSurfaceKHR surface

Not abbreviated (also not in plural form)

Not abbreviated name
action
allocator
assembly
barrier
binding
button
candidate
center
color
copy
count
current
data
device
engine
extent
fence
height
index
intersection
layout
module
monitor
name
offset
renderpass
pipeline
pipeline_layout
queue
ray
region
sample
sampler
scissor
semaphore
selected
settings
shader
size
stack
stage
sub
subpass
surface
swapchain
texture
timeout
transfer
triangle
version
viewport
width
zoom