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SDL3pp
A slim C++ wrapper for SDL3
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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. | |
An opaque handle representing a render pass.
This handle is transient and should not be held or referenced after GPURenderPass.End is called.
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inlineconstexprnoexcept |
Wraps GPURenderPass.
| gPURenderPass | the value to be wrapped |
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inlineconstexprnoexcept |
Unwraps to the underlying GPURenderPass.