CeresEngine 0.2.0
A game development framework
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CeresEngine::GPURenderPassDescriptor Struct Referencefinal

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< GPUAttachmentFormatDescriptorcolorAttachments
 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.
 

Detailed Description

Render pass descriptor structure.

Member Function Documentation

◆ reflect()

template<typename Processor >
static constexpr void CeresEngine::GPURenderPassDescriptor::reflect ( Processor &&  RTTI)
inlinestaticconstexpr

Executes the given processor for every field of the struct.

Parameters
RTTIThe processor to be ran for every field.

Member Data Documentation

◆ colorAttachments

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.

◆ depthAttachment

GPUAttachmentFormatDescriptor CeresEngine::GPURenderPassDescriptor::depthAttachment

Specifies the depth attachment used within the render pass.

Remarks
The depth attachment and stencil attachment usually share the same format (e.g. Format::D24UNormS8UInt). They are separated here to specify different load and store operations.

◆ name

String CeresEngine::GPURenderPassDescriptor::name

A user-facing name for the render pass.

This is only used for debugging.

◆ stencilAttachment

GPUAttachmentFormatDescriptor CeresEngine::GPURenderPassDescriptor::stencilAttachment

Specifies the depth attachment used within the render pass.

Remarks
The depth attachment and stencil attachment usually share the same format (e.g. Format::D24UNormS8UInt). They are separated here to specify different load and store operations.

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