#include <PrepassResult.hpp>
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C3D_API | PrepassResult (crg::ResourcesCache &resources, RenderDevice const &device, castor::Size const &size, bool needsVisibility) |
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| GBufferT (GBufferT const &rhs)=delete |
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| GBufferT (GBufferT &&rhs) noexcept=default |
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| GBufferT (crg::ResourcesCache &resources, RenderDevice const &device, castor::String name, castor::Array< Texture const *, size_t(TextureEnumT::eCount) > const &inputs, VkImageCreateFlags createFlags, castor::Size const &size, uint32_t layerCount=1u, VkSampleCountFlagBits sampleCount=VK_SAMPLE_COUNT_1_BIT) |
| Initialises 2D or 2D-Array g-buffer related stuff.
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| GBufferT (crg::ResourcesCache &resources, RenderDevice const &device, castor::String name, castor::Array< Texture const *, size_t(TextureEnumT::eCount) > const &inputs, VkImageCreateFlags createFlags, VkExtent3D const &size, VkSampleCountFlagBits sampleCount=VK_SAMPLE_COUNT_1_BIT) |
| Initialises 3D g-buffer related stuff.
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GBufferT & | operator= (GBufferT const &rhs)=delete |
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GBufferT & | operator= (GBufferT &&rhs) noexcept=default |
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| ~GBufferT () noexcept |
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void | create () const |
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Texture const & | operator[] (PpTexture texture) const noexcept |
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auto | cbegin () const noexcept |
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auto | cend () const noexcept |
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auto | begin () const noexcept |
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auto | begin () noexcept |
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auto | end () const noexcept |
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auto | end () noexcept |
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auto | size () noexcept |
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◆ PrepassResult()
C3D_API castor3d::PrepassResult::PrepassResult |
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crg::ResourcesCache & | resources, |
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RenderDevice const & | device, |
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castor::Size const & | size, |
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bool | needsVisibility ) |
The documentation for this class was generated from the following file: