Engine²
Open-source game engine written in C++.
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Graphic::System Namespace Reference

Functions

void ExecuteRenderPass (Engine::Core &core)
void ConfigureSurface (Engine::Core &core)
void CreateAdapter (Engine::Core &core)
void CreateDefaultSampler (Engine::Core &core)
void CreateDefaultTexture (Engine::Core &core)
static void SetupDeviceDescriptor (wgpu::DeviceDescriptor &deviceDesc, Graphic::Resource::GraphicSettings &settings)
void CreateDevice (Engine::Core &core)
void CreateEmptyTexture (Engine::Core &core)
void CreateInstance (Engine::Core &core)
void CreateQueue (Engine::Core &core)
void CreateSurface (Engine::Core &core)
void ReleaseAdapter (Engine::Core &core)
void ReleaseInstance (Engine::Core &core)
void RequestCapabilities (Engine::Core &core)
void SetupQueue (Engine::Core &core)
static void OnWindowResize (Engine::Core &core, const glm::ivec2 &newSize)
void SetupResizableRenderTexture (Engine::Core &core)
void PrepareEndRenderTexture (Engine::Core &core)
void Present (Engine::Core &core)
void ReleaseBindingGroup (Engine::Core &core)
void ReleaseContext (Engine::Core &core)
void ReleaseGPUBuffer (Engine::Core &core)
void ReleaseSampler (Engine::Core &core)
void ReleaseShader (Engine::Core &core)
void ReleaseTexture (Engine::Core &core)

Variables

constexpr entt::hashed_string END_DEPTH_RENDER_TEXTURE_ID

Function Documentation

◆ ConfigureSurface()

void Graphic::System::ConfigureSurface ( Engine::Core & core)

◆ CreateAdapter()

void Graphic::System::CreateAdapter ( Engine::Core & core)

◆ CreateDefaultSampler()

void Graphic::System::CreateDefaultSampler ( Engine::Core & core)

◆ CreateDefaultTexture()

void Graphic::System::CreateDefaultTexture ( Engine::Core & core)

◆ CreateDevice()

void Graphic::System::CreateDevice ( Engine::Core & core)

◆ CreateEmptyTexture()

void Graphic::System::CreateEmptyTexture ( Engine::Core & core)

◆ CreateInstance()

void Graphic::System::CreateInstance ( Engine::Core & core)

◆ CreateQueue()

void Graphic::System::CreateQueue ( Engine::Core & core)

◆ CreateSurface()

void Graphic::System::CreateSurface ( Engine::Core & core)

◆ ExecuteRenderPass()

void Graphic::System::ExecuteRenderPass ( Engine::Core & core)

◆ OnWindowResize()

void Graphic::System::OnWindowResize ( Engine::Core & core,
const glm::ivec2 & newSize )
static

◆ PrepareEndRenderTexture()

void Graphic::System::PrepareEndRenderTexture ( Engine::Core & core)

◆ Present()

void Graphic::System::Present ( Engine::Core & core)

◆ ReleaseAdapter()

void Graphic::System::ReleaseAdapter ( Engine::Core & core)

◆ ReleaseBindingGroup()

void Graphic::System::ReleaseBindingGroup ( Engine::Core & core)

◆ ReleaseContext()

void Graphic::System::ReleaseContext ( Engine::Core & core)

◆ ReleaseGPUBuffer()

void Graphic::System::ReleaseGPUBuffer ( Engine::Core & core)

◆ ReleaseInstance()

void Graphic::System::ReleaseInstance ( Engine::Core & core)

◆ ReleaseSampler()

void Graphic::System::ReleaseSampler ( Engine::Core & core)

◆ ReleaseShader()

void Graphic::System::ReleaseShader ( Engine::Core & core)

◆ ReleaseTexture()

void Graphic::System::ReleaseTexture ( Engine::Core & core)

◆ RequestCapabilities()

void Graphic::System::RequestCapabilities ( Engine::Core & core)

◆ SetupDeviceDescriptor()

void Graphic::System::SetupDeviceDescriptor ( wgpu::DeviceDescriptor & deviceDesc,
Graphic::Resource::GraphicSettings & settings )
static

◆ SetupQueue()

void Graphic::System::SetupQueue ( Engine::Core & core)

◆ SetupResizableRenderTexture()

void Graphic::System::SetupResizableRenderTexture ( Engine::Core & core)

Variable Documentation

◆ END_DEPTH_RENDER_TEXTURE_ID

entt::hashed_string Graphic::System::END_DEPTH_RENDER_TEXTURE_ID
constexpr
Initial value:
{
"end_depth_render_texture"}