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| MetalRenderPassDescriptor (MetalDevice *device, MetalRenderSystem *renderSystem) |
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| ~MetalRenderPassDescriptor () override |
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void | entriesModified (uint32 entryTypes) override |
| Call this when you're done modified mColour.
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void | performLoadActions (MTLRenderPassDescriptor *passDesc, bool renderingWasInterrupted) |
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void | performStoreActions (uint32 entriesToFlush, bool isInterruptingRendering) |
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void | setClearColour (uint8 idx, const ColourValue &clearColour) override |
| Sets the clear colour to specific entry.
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void | setClearDepth (Real clearDepth) override |
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void | setClearStencil (uint32 clearStencil) override |
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uint32 | willSwitchTo (MetalRenderPassDescriptor *newDesc, bool warnIfRtvWasFlushed) const |
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| RenderPassDescriptor () |
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virtual | ~RenderPassDescriptor () |
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void | checkWarnIfRtvWasFlushed (uint32 entriesToFlush) |
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virtual void | entriesModified (uint32 entryTypes) |
| Call this when you're done modified mColour.
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void | findAnyTexture (TextureGpu **outAnyTargetTexture, uint8 &outAnyMipLevel) |
| Finds the first non-null texture and outputs it May return nullptr if nothing is bound.
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virtual void | getCustomAttribute (IdString name, void *pData, uint32 extraParam) |
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uint8 | getNumColourEntries () const |
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bool | hasAttachment (const TextureGpu *texture) const |
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virtual bool | hasSameAttachments (const RenderPassDescriptor *otherPassDesc) const |
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bool | hasStencilFormat () const |
| Returns true if either Stencil is set, or if Depth is set with depth-stencil attachment.
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bool | requiresTextureFlipping () const |
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virtual void | setClearColour (const ColourValue &clearColour) |
| Sets the clear colour to all entries.
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virtual void | setClearColour (uint8 idx, const ColourValue &clearColour) |
| Sets the clear colour to specific entry.
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virtual void | setClearDepth (Real clearDepth) |
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virtual void | setClearStencil (uint32 clearStencil) |
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enum | EntryTypes {
Colour0 = 1u << 0u
, Colour1 = 1u << 1u
, Colour2 = 1u << 2u
, Colour3 = 1u << 3u
,
Colour4 = 1u << 4u
, Colour5 = 1u << 5u
, Colour6 = 1u << 6u
, Colour7 = 1u << 7u
,
Depth = 1u << 30u
, Stencil = 1u << 31u
, Colour = Colour0 | Colour1 | Colour2 | Colour3 | Colour4 | Colour5 | Colour6 | Colour7
, All = Colour | Depth | Stencil
} |
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RenderPassColourTarget | mColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS] |
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RenderPassDepthTarget | mDepth |
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bool | mInformationOnly |
| When true, beginRenderPassDescriptor & endRenderPassDescriptor won't actually load/store this pass descriptor; but will still set the mCurrentRenderPassDescriptor so we have required information by some passes.
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bool | mReadyWindowForPresent |
| When true, if we have a RenderWindow among our colour entries, then this pass is the last one to render to it and should ready the surface for presentation/swapping.
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RenderPassStencilTarget | mStencil |
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