Hymn to Beauty
C++ 3D Engine
VulkanRenderPassAllocator.hpp
Go to the documentation of this file.
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#pragma once
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#include "../Interface/RenderPassAllocator.hpp"
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#include <vulkan/vulkan.h>
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namespace
Video
{
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class
VulkanRenderPassAllocator
:
public
RenderPassAllocator
{
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public
:
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explicit
VulkanRenderPassAllocator
(VkDevice device);
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~VulkanRenderPassAllocator
()
final
;
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private
:
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RenderPass
* AllocateRenderPass(
Texture
* colorAttachment,
RenderPass::LoadOperation
colorLoadOperation,
Texture
* depthAttachment,
RenderPass::LoadOperation
depthLoadOperation)
final
;
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RenderPass
* AllocateAttachmentlessRenderPass(
const
glm::uvec2& size, uint32_t msaaSamples)
final
;
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VkDevice device;
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};
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}
Video::RenderPassAllocator
Responsible for allocating render passes and framebuffers.
Definition:
RenderPassAllocator.hpp:11
Video::RenderPass
A render pass.
Definition:
RenderPass.hpp:11
Video::RenderPass::LoadOperation
LoadOperation
What to do with an image being rendered to before rendering to it.
Definition:
RenderPass.hpp:14
Video::Texture
A texture.
Definition:
Texture.hpp:8
Video::VulkanRenderPassAllocator
Vulkan implementation of RenderPassAllocator.
Definition:
VulkanRenderPassAllocator.hpp:9
Video::VulkanRenderPassAllocator::VulkanRenderPassAllocator
VulkanRenderPassAllocator(VkDevice device)
Create a new render pass allocator.
Definition:
VulkanRenderPassAllocator.cpp:7
Video::VulkanRenderPassAllocator::~VulkanRenderPassAllocator
~VulkanRenderPassAllocator() final
Destructor.
Definition:
VulkanRenderPassAllocator.cpp:11
Video
Definition:
Editor.hpp:18
src
Video
LowLevelRenderer
Vulkan
VulkanRenderPassAllocator.hpp
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