Engine²
Open-source game engine written in C++.
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Graphic::Resource::DeviceContext Struct Reference

#include <DeviceContext.hpp>

Public Member Functions

 DeviceContext (void)=default
 ~DeviceContext ()
 DeviceContext (DeviceContext &other)=delete
DeviceContextoperator= (DeviceContext &other)=delete
 DeviceContext (DeviceContext &&)=default
DeviceContextoperator= (DeviceContext &&)=default
auto & GetDescriptor ()
auto & GetDevice ()
const auto & GetDevice () const
void Release () noexcept

Private Attributes

wgpu::DeviceDescriptor _descriptor = wgpu::DeviceDescriptor(wgpu::Default)
std::optional< wgpu::Device > _device = std::nullopt

Constructor & Destructor Documentation

◆ DeviceContext() [1/3]

Graphic::Resource::DeviceContext::DeviceContext ( void )
default

◆ ~DeviceContext()

Graphic::Resource::DeviceContext::~DeviceContext ( )
inline

◆ DeviceContext() [2/3]

Graphic::Resource::DeviceContext::DeviceContext ( DeviceContext & other)
delete

◆ DeviceContext() [3/3]

Graphic::Resource::DeviceContext::DeviceContext ( DeviceContext && )
default

Member Function Documentation

◆ GetDescriptor()

auto & Graphic::Resource::DeviceContext::GetDescriptor ( )
inline

◆ GetDevice() [1/2]

auto & Graphic::Resource::DeviceContext::GetDevice ( )
inline

◆ GetDevice() [2/2]

const auto & Graphic::Resource::DeviceContext::GetDevice ( ) const
inline

◆ operator=() [1/2]

DeviceContext & Graphic::Resource::DeviceContext::operator= ( DeviceContext && )
default

◆ operator=() [2/2]

DeviceContext & Graphic::Resource::DeviceContext::operator= ( DeviceContext & other)
delete

◆ Release()

void Graphic::Resource::DeviceContext::Release ( )
inlinenoexcept

Member Data Documentation

◆ _descriptor

wgpu::DeviceDescriptor Graphic::Resource::DeviceContext::_descriptor = wgpu::DeviceDescriptor(wgpu::Default)
private

◆ _device

std::optional<wgpu::Device> Graphic::Resource::DeviceContext::_device = std::nullopt
private

The documentation for this struct was generated from the following file: