Castor3D 0.12.0
Multiplatform 3D engine
Public Types | Public Member Functions | Public Attributes | List of all members
castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT > Struct Template Reference

#include <OverlayRenderer.hpp>

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Public Types

using MyBufferIndex = VertexBufferIndexT< VertexT, CountT >
 
using Quad = std::array< VertexT, CountT >
 

Public Member Functions

 VertexBufferPoolT (Engine &engine, std::string const &debugName, UniformBufferPool &uboPool, RenderDevice const &device, ashes::PipelineVertexInputStateCreateInfo const &noTexDecl, ashes::PipelineVertexInputStateCreateInfo const &texDecl, uint32_t count)
 
VertexBufferIndexT< VertexT, CountT > allocate (OverlayRenderNode &node)
 
void deallocate (VertexBufferIndexT< VertexT, CountT > const &index)
 
void upload (ashes::CommandBuffer const &cb)
 

Public Attributes

Engineengine
 
RenderDevice const & device
 
UniformBufferPooluboPool
 
ashes::PipelineVertexInputStateCreateInfo const & noTexDeclaration
 
ashes::PipelineVertexInputStateCreateInfo const & texDeclaration
 
VertexBufferPoolUPtr buffer
 
std::vector< ObjectBufferOffsetallocated
 

Member Typedef Documentation

◆ MyBufferIndex

template<typename VertexT , uint32_t CountT>
using castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::MyBufferIndex = VertexBufferIndexT< VertexT, CountT >

◆ Quad

template<typename VertexT , uint32_t CountT>
using castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::Quad = std::array< VertexT, CountT >

Constructor & Destructor Documentation

◆ VertexBufferPoolT()

template<typename VertexT , uint32_t CountT>
castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::VertexBufferPoolT ( Engine engine,
std::string const &  debugName,
UniformBufferPool uboPool,
RenderDevice const &  device,
ashes::PipelineVertexInputStateCreateInfo const &  noTexDecl,
ashes::PipelineVertexInputStateCreateInfo const &  texDecl,
uint32_t  count 
)

Member Function Documentation

◆ allocate()

template<typename VertexT , uint32_t CountT>
VertexBufferIndexT< VertexT, CountT > castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::allocate ( OverlayRenderNode node)

◆ deallocate()

template<typename VertexT , uint32_t CountT>
void castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::deallocate ( VertexBufferIndexT< VertexT, CountT > const &  index)

◆ upload()

template<typename VertexT , uint32_t CountT>
void castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::upload ( ashes::CommandBuffer const &  cb)

Member Data Documentation

◆ allocated

template<typename VertexT , uint32_t CountT>
std::vector< ObjectBufferOffset > castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::allocated

◆ buffer

template<typename VertexT , uint32_t CountT>
VertexBufferPoolUPtr castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::buffer

◆ device

template<typename VertexT , uint32_t CountT>
RenderDevice const& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::device

◆ engine

template<typename VertexT , uint32_t CountT>
Engine& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::engine

◆ noTexDeclaration

template<typename VertexT , uint32_t CountT>
ashes::PipelineVertexInputStateCreateInfo const& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::noTexDeclaration

◆ texDeclaration

template<typename VertexT , uint32_t CountT>
ashes::PipelineVertexInputStateCreateInfo const& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::texDeclaration

◆ uboPool

template<typename VertexT , uint32_t CountT>
UniformBufferPool& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::uboPool

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