SDL3pp
A slim C++ wrapper for SDL3
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SDL::GPURenderPass Class Reference

An opaque handle representing a render pass. More...

Public Member Functions

constexpr GPURenderPass (GPURenderPassRaw gPURenderPass={}) noexcept
 Wraps GPURenderPass.
constexpr operator GPURenderPassRaw () const noexcept
 Unwraps to the underlying GPURenderPass.
void BindPipeline (GPUGraphicsPipeline graphics_pipeline)
 Binds a graphics pipeline on a render pass to be used in rendering.
void SetViewport (const GPUViewport &viewport)
 Sets the current viewport state on a command buffer.
void SetScissor (const RectRaw &scissor)
 Sets the current scissor state on a command buffer.
void SetBlendConstants (FColorRaw blend_constants)
 Sets the current blend constants on a command buffer.
void SetStencilReference (Uint8 reference)
 Sets the current stencil reference value on a command buffer.
void BindVertexBuffers (Uint32 first_slot, std::span< const GPUBufferBinding > bindings)
 Binds vertex buffers on a command buffer for use with subsequent draw calls.
void BindIndexBuffer (const GPUBufferBinding &binding, GPUIndexElementSize index_element_size)
 Binds an index buffer on a command buffer for use with subsequent draw calls.
void BindVertexSamplers (Uint32 first_slot, std::span< const GPUTextureSamplerBinding > texture_sampler_bindings)
 Binds texture-sampler pairs for use on the vertex shader.
void BindVertexStorageTextures (Uint32 first_slot, SpanRef< const GPUTextureRaw > storage_textures)
 Binds storage textures for use on the vertex shader.
void BindVertexStorageBuffers (Uint32 first_slot, SpanRef< const GPUBufferRaw > storage_buffers)
 Binds storage buffers for use on the vertex shader.
void BindFragmentSamplers (Uint32 first_slot, std::span< const GPUTextureSamplerBinding > texture_sampler_bindings)
 Binds texture-sampler pairs for use on the fragment shader.
void BindFragmentStorageTextures (Uint32 first_slot, SpanRef< const GPUTextureRaw > storage_textures)
 Binds storage textures for use on the fragment shader.
void BindFragmentStorageBuffers (Uint32 first_slot, SpanRef< const GPUBufferRaw > storage_buffers)
 Binds storage buffers for use on the fragment shader.
void DrawIndexedPrimitives (Uint32 num_indices, Uint32 num_instances, Uint32 first_index, Sint32 vertex_offset, Uint32 first_instance)
 Draws data using bound graphics state with an index buffer and instancing enabled.
void DrawPrimitives (Uint32 num_vertices, Uint32 num_instances, Uint32 first_vertex, Uint32 first_instance)
 Draws data using bound graphics state.
void DrawPrimitivesIndirect (GPUBuffer buffer, Uint32 offset, Uint32 draw_count)
 Draws data using bound graphics state and with draw parameters set from a buffer.
void DrawIndexedPrimitivesIndirect (GPUBuffer buffer, Uint32 offset, Uint32 draw_count)
 Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.
void End ()
 Ends the given render pass.

Detailed Description

An opaque handle representing a render pass.

This handle is transient and should not be held or referenced after GPURenderPass.End is called.

Since
This struct is available since SDL 3.2.0.
See also
GPUCommandBuffer.BeginRenderPass
GPURenderPass.End

Constructor & Destructor Documentation

◆ GPURenderPass()

SDL::GPURenderPass::GPURenderPass ( GPURenderPassRaw gPURenderPass = {})
inlineconstexprnoexcept

Wraps GPURenderPass.

Parameters
gPURenderPassthe value to be wrapped

Member Function Documentation

◆ operator GPURenderPassRaw()

SDL::GPURenderPass::operator GPURenderPassRaw ( ) const
inlineconstexprnoexcept

Unwraps to the underlying GPURenderPass.

Returns
the underlying GPURenderPassRaw.

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