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CeresEngine 0.2.0
A game development framework
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Render pass descriptor structure. More...
#include <CeresEngine/RenderAPI/GPURenderPass.hpp>
Static Public Member Functions | |
| template<typename Processor > | |
| static constexpr void | reflect (Processor &&RTTI) |
| Executes the given processor for every field of the struct. | |
Public Attributes | |
| Vector< GPUAttachmentFormatDescriptor > | colorAttachments |
| Specifies the color attachments used within the render pass. | |
| GPUAttachmentFormatDescriptor | depthAttachment |
| Specifies the depth attachment used within the render pass. | |
| GPUAttachmentFormatDescriptor | stencilAttachment |
| Specifies the depth attachment used within the render pass. | |
| String | name |
| A user-facing name for the render pass. | |
Render pass descriptor structure.
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inlinestaticconstexpr |
Executes the given processor for every field of the struct.
| RTTI | The processor to be ran for every field. |
| Vector<GPUAttachmentFormatDescriptor> CeresEngine::GPURenderPassDescriptor::colorAttachments |
Specifies the color attachments used within the render pass.
A render context usually uses an BGRA format instead of an RGBA format.
| GPUAttachmentFormatDescriptor CeresEngine::GPURenderPassDescriptor::depthAttachment |
Specifies the depth attachment used within the render pass.
| String CeresEngine::GPURenderPassDescriptor::name |
A user-facing name for the render pass.
This is only used for debugging.
| GPUAttachmentFormatDescriptor CeresEngine::GPURenderPassDescriptor::stencilAttachment |
Specifies the depth attachment used within the render pass.