Engine²
Open-source game engine written in C++.
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DefaultPipeline::Resource::Shadow Member List

This is the complete list of members for DefaultPipeline::Resource::Shadow, including all inherited members.

_boundShaderGraphic::Resource::ARenderPassprivate
_commandEncoderGraphic::Resource::AMultipleExecutionRenderPass< Shadow >private
_CreateRenderPass(Resource::DeviceContext &context, Engine::Core &core)Graphic::Resource::AMultipleExecutionRenderPass< Shadow >inlineprivate
_inputsGraphic::Resource::ARenderPassprivate
_nameGraphic::Resource::ARenderPassprivate
_outputsGraphic::Resource::ARenderPassprivate
AddInput(uint32_t groupIndex, std::string_view bindGroupName)Graphic::Resource::ARenderPassinline
AddOutput(uint32_t id, ColorOutput &&output)Graphic::Resource::ARenderPassinline
AddOutput(DepthOutput &&output)Graphic::Resource::ARenderPassinline
AMultipleExecutionRenderPass(std::string_view name)Graphic::Resource::AMultipleExecutionRenderPass< Shadow >inlineexplicit
ARenderPass(std::string_view name)Graphic::Resource::ARenderPassinlineexplicit
BindShader(std::string_view shaderName)Graphic::Resource::ARenderPassinline
CreateShader(Graphic::Resource::Context &graphicContext)DefaultPipeline::Resource::Shadowinlinestatic
Execute(Engine::Core &core) overrideGraphic::Resource::AMultipleExecutionRenderPass< Shadow >inlinevirtual
ExecuteSinglePass(Engine::Core &core)Graphic::Resource::AMultipleExecutionRenderPass< Shadow >inline
GetBoundShader(void) constGraphic::Resource::ARenderPassinline
GetInputs(void) constGraphic::Resource::ARenderPassinline
GetName(void) constGraphic::Resource::ARenderPassinline
GetNumberOfPasses(Engine::Core &core) overrideDefaultPipeline::Resource::Shadowinlinevirtual
GetOutputs(void) constGraphic::Resource::ARenderPassinline
GetOutputs(void)Graphic::Resource::ARenderPassinline
perPass(uint16_t passIndex, Engine::Core &core) overrideDefaultPipeline::Resource::Shadowinlinevirtual
postMultiplePass(Engine::Core &core)Graphic::Resource::AMultipleExecutionRenderPass< Shadow >inlinevirtual
postPass(uint16_t passIndex, Engine::Core &core)Graphic::Resource::AMultipleExecutionRenderPass< Shadow >inlinevirtual
preMultiplePass(Engine::Core &core)Graphic::Resource::AMultipleExecutionRenderPass< Shadow >inlinevirtual
Shadow(std::string_view name=SHADOW_PASS_NAME)DefaultPipeline::Resource::Shadowinlineexplicit
UniqueRenderCallback(wgpu::RenderPassEncoder &renderPass, Engine::Core &core) overrideDefaultPipeline::Resource::Shadowinlinevirtual
validate(Engine::Core &core) constGraphic::Resource::ARenderPassinline