SDL3pp
A slim C++ wrapper for SDL3
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Public Member Functions | List of all members
SDL::GPURenderPass Class Reference

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

Public Member Functions

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

Detailed Description

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()

constexpr SDL::GPURenderPass::GPURenderPass ( GPURenderPassRaw  gPURenderPass = {})
inlineconstexpr
Parameters
gPURenderPassthe value to be wrapped

Member Function Documentation

◆ operator GPURenderPassRaw()

constexpr SDL::GPURenderPass::operator GPURenderPassRaw ( ) const
inlineconstexpr
Returns
the underlying GPURenderPassRaw.

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