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Engine²
Open-source game engine written in C++.
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#include <ASingleExecutionRenderPass.hpp>
Public Member Functions | |
| ASingleExecutionRenderPass (std::string_view name) | |
| void | Execute (Engine::Core &core) override |
| virtual void | UniqueRenderCallback (wgpu::RenderPassEncoder &renderPass, Engine::Core &core)=0 |
| 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::ValidationError > | validate (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) |
Private Member Functions | |
| wgpu::RenderPassEncoder | _CreateRenderPass (Resource::DeviceContext &context, Engine::Core &core) |
Private Attributes | |
| wgpu::CommandEncoder | _commandEncoder |
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inlineexplicit |
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inlineprivate |
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inlineoverridevirtual |
Implements Graphic::Resource::ARenderPass.
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pure virtual |
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private |