#include <ShadowBuffer.hpp>
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| C3D_API | ShadowBuffer (RenderDevice const &device) |
| | Constructor.
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| C3D_API | ~ShadowBuffer () noexcept |
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| C3D_API VkDescriptorSetLayoutBinding | createLayoutBinding (uint32_t binding, VkShaderStageFlags stages=(VK_SHADER_STAGE_FRAGMENT_BIT|VK_SHADER_STAGE_GEOMETRY_BIT|VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT|VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT|VK_SHADER_STAGE_VERTEX_BIT)) const |
| | Creates the descriptor set layout binding.
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| C3D_API void | createPassBinding (crg::FramePass &pass, uint32_t binding) const |
| | Creates a frame pass binding.
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| C3D_API ashes::WriteDescriptorSet | getBinding (uint32_t binding) const |
| | Creates the descriptor write for this buffer.
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| C3D_API void | addBinding (ashes::WriteDescriptorSetArray &descriptorWrites, uint32_t &binding) const |
| | Creates the descriptor write for this buffer.
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| C3D_API void | createBinding (ashes::DescriptorSet &descriptorSet, VkDescriptorSetLayoutBinding const &binding) const |
| | Creates the descriptor set binding at given point.
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| auto & | getData () |
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◆ ShadowsData
◆ ShadowBuffer()
Constructor.
- Parameters
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| [in] | device | The GPU device. |
◆ ~ShadowBuffer()
| C3D_API castor3d::ShadowBuffer::~ShadowBuffer |
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noexcept |
◆ addBinding()
| C3D_API void castor3d::ShadowBuffer::addBinding |
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ashes::WriteDescriptorSetArray & | descriptorWrites, |
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uint32_t & | binding ) const |
Creates the descriptor write for this buffer.
◆ createBinding()
| C3D_API void castor3d::ShadowBuffer::createBinding |
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ashes::DescriptorSet & | descriptorSet, |
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VkDescriptorSetLayoutBinding const & | binding ) const |
Creates the descriptor set binding at given point.
- Parameters
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| [in] | descriptorSet | The descriptor set that receives the binding. |
| [in] | binding | The descriptor set layout binding. |
◆ createLayoutBinding()
| C3D_API VkDescriptorSetLayoutBinding castor3d::ShadowBuffer::createLayoutBinding |
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uint32_t | binding, |
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VkShaderStageFlags | stages = (VK_SHADER_STAGE_FRAGMENT_BIT|VK_SHADER_STAGE_GEOMETRY_BIT|VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT|VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT|VK_SHADER_STAGE_VERTEX_BIT) ) const |
Creates the descriptor set layout binding.
◆ createPassBinding()
| C3D_API void castor3d::ShadowBuffer::createPassBinding |
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crg::FramePass & | pass, |
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uint32_t | binding ) const |
Creates a frame pass binding.
◆ getBinding()
| C3D_API ashes::WriteDescriptorSet castor3d::ShadowBuffer::getBinding |
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uint32_t | binding | ) |
const |
Creates the descriptor write for this buffer.
◆ getData()
| auto & castor3d::ShadowBuffer::getData |
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inline |
The documentation for this class was generated from the following file: