Engine²
Open-source game engine written in C++.
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DefaultPipeline::Resource::Deferred Class Reference

#include <Deferred.hpp>

Inheritance diagram for DefaultPipeline::Resource::Deferred:
Graphic::Resource::ASingleExecutionRenderPass< Deferred > Graphic::Resource::ARenderPass

Public Member Functions

 Deferred (std::string_view name=DEFERRED_PASS_NAME)
void UniqueRenderCallback (wgpu::RenderPassEncoder &renderPass, Engine::Core &core) override
Public Member Functions inherited from Graphic::Resource::ASingleExecutionRenderPass< Deferred >
 ASingleExecutionRenderPass (std::string_view name)
void Execute (Engine::Core &core) override
Public Member Functions inherited from Graphic::Resource::ARenderPass
 ARenderPass (std::string_view name)
void BindShader (std::string_view shaderName)
void AddInput (uint32_t groupIndex, std::string_view bindGroupName)
void AddOutput (uint32_t id, ColorOutput &&output)
void AddOutput (DepthOutput &&output)
std::vector< Utils::ValidationErrorvalidate (Engine::Core &core) const
const auto & GetBoundShader (void) const
const auto & GetInputs (void) const
const auto & GetName (void) const
const auto & GetOutputs (void) const
auto & GetOutputs (void)

Static Public Member Functions

static Graphic::Resource::Shader CreateShader (Graphic::Resource::Context &graphicContext)

Constructor & Destructor Documentation

◆ Deferred()

DefaultPipeline::Resource::Deferred::Deferred ( std::string_view name = DEFERRED_PASS_NAME)
inlineexplicit

Member Function Documentation

◆ CreateShader()

Graphic::Resource::Shader DefaultPipeline::Resource::Deferred::CreateShader ( Graphic::Resource::Context & graphicContext)
inlinestatic

◆ UniqueRenderCallback()

void DefaultPipeline::Resource::Deferred::UniqueRenderCallback ( wgpu::RenderPassEncoder & renderPass,
Engine::Core & core )
inlineoverridevirtual

The documentation for this class was generated from the following file:
  • src/plugin/default-pipeline/src/resource/pass/Deferred.hpp