#include <ClustersUbo.hpp>
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C3D_API | ClustersUbo (ClustersUbo const &rhs)=delete |
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C3D_API ClustersUbo & | operator= (ClustersUbo const &rhs)=delete |
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C3D_API | ClustersUbo (ClustersUbo &&rhs) noexcept=default |
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C3D_API ClustersUbo & | operator= (ClustersUbo &&rhs) noexcept=delete |
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C3D_API | ClustersUbo (RenderDevice const &device) |
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C3D_API | ~ClustersUbo () noexcept |
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C3D_API void | cpuUpdate (castor::Point3ui gridDim, castor::Point2ui clusterSize, float viewNear, float viewFar, uint32_t pointLightsCount, uint32_t spotLightsCount, ClusterSplitScheme splitScheme, float bias, bool enableWaveIntrinsics) |
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void | createPassBinding (crg::FramePass &pass, uint32_t binding) const |
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VkDescriptorSetLayoutBinding | createLayoutBinding (uint32_t index, VkShaderStageFlags stages) const |
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void | addLayoutBinding (ashes::VkDescriptorSetLayoutBindingArray &bindings, uint32_t &index, VkShaderStageFlags stages) const |
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void | createSizedBinding (ashes::DescriptorSet &descriptorSet, VkDescriptorSetLayoutBinding const &layoutBinding) const |
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ashes::WriteDescriptorSet | getDescriptorWrite (uint32_t dstBinding, uint32_t dstArrayElement=0u) const |
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void | addDescriptorWrite (ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &dstBinding, uint32_t dstArrayElement=0u) const |
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UniformBufferOffsetT< Configuration > const & | getUbo () const |
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◆ Configuration
◆ ClustersUbo() [1/3]
◆ ClustersUbo() [2/3]
◆ ClustersUbo() [3/3]
◆ ~ClustersUbo()
C3D_API castor3d::ClustersUbo::~ClustersUbo |
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◆ addDescriptorWrite()
void castor3d::ClustersUbo::addDescriptorWrite |
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ashes::WriteDescriptorSetArray & | descriptorWrites, |
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uint32_t & | dstBinding, |
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uint32_t | dstArrayElement = 0u ) const |
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◆ addLayoutBinding()
void castor3d::ClustersUbo::addLayoutBinding |
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ashes::VkDescriptorSetLayoutBindingArray & | bindings, |
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uint32_t & | index, |
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VkShaderStageFlags | stages ) const |
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◆ cpuUpdate()
C3D_API void castor3d::ClustersUbo::cpuUpdate |
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castor::Point3ui | gridDim, |
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castor::Point2ui | clusterSize, |
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float | viewNear, |
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float | viewFar, |
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uint32_t | pointLightsCount, |
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uint32_t | spotLightsCount, |
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ClusterSplitScheme | splitScheme, |
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float | bias, |
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bool | enableWaveIntrinsics ) |
◆ createLayoutBinding()
VkDescriptorSetLayoutBinding castor3d::ClustersUbo::createLayoutBinding |
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uint32_t | index, |
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VkShaderStageFlags | stages ) const |
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◆ createPassBinding()
void castor3d::ClustersUbo::createPassBinding |
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crg::FramePass & | pass, |
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uint32_t | binding ) const |
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◆ createSizedBinding()
void castor3d::ClustersUbo::createSizedBinding |
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ashes::DescriptorSet & | descriptorSet, |
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VkDescriptorSetLayoutBinding const & | layoutBinding ) const |
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◆ getDescriptorWrite()
ashes::WriteDescriptorSet castor3d::ClustersUbo::getDescriptorWrite |
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uint32_t | dstBinding, |
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uint32_t | dstArrayElement = 0u ) const |
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◆ getUbo()
◆ operator=() [1/2]
◆ operator=() [2/2]
The documentation for this class was generated from the following file: