Berserk
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GL render pass state object. More...
#include <GLRenderPass.hpp>
Public Member Functions | |
BRK_API | GLRenderPass (const RHIRenderPassDesc &desc) |
BRK_API | ~GLRenderPass () override=default |
BRK_API void | Bind (GLRenderPassStateVars &state, const RHIRenderPassBeginInfo &beginInfo) |
BRK_API void | BindFramebuffer (GLRenderPassStateVars &state, const RHIRenderPassBeginInfo &beginInfo) |
BRK_API void | BindWindow (GLRenderPassStateVars &state, const RHIRenderPassBeginInfo &beginInfo) |
bool | WindowPass () const |
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BRK_API | ~RHIRenderPass () override=default |
const RHIRenderPassDesc & | GetDesc () const |
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BRK_API | ~RHIResource () override=default |
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virtual | ~RefCnt () |
bool | IsUnique () const |
std::int32_t | GetRefs () const |
std::int32_t | AddRef () const |
std::int32_t | RelRef () const |
Additional Inherited Members | |
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void | Destroy () const override |
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RHIRenderPassDesc | mDesc |
GL render pass state object.
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explicit |
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overridedefault |
void GLRenderPass::Bind | ( | GLRenderPassStateVars & | state, |
const RHIRenderPassBeginInfo & | beginInfo | ||
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void GLRenderPass::BindFramebuffer | ( | GLRenderPassStateVars & | state, |
const RHIRenderPassBeginInfo & | beginInfo | ||
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void GLRenderPass::BindWindow | ( | GLRenderPassStateVars & | state, |
const RHIRenderPassBeginInfo & | beginInfo | ||
) |
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inline |