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LLGL 0.05 Beta
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Render pass descriptor structure. More...
#include <RenderPassFlags.h>
Public Attributes | |
| const char * | debugName = nullptr |
| Optional name for debugging purposes. By default null. | |
| AttachmentFormatDescriptor | colorAttachments [LLGL_MAX_NUM_COLOR_ATTACHMENTS] |
| Specifies the color attachments used within the render pass. | |
| AttachmentFormatDescriptor | depthAttachment |
| Specifies the depth attachment used within the render pass. | |
| AttachmentFormatDescriptor | stencilAttachment |
| Specifies the stencil attachment used within the render pass. | |
| std::uint32_t | samples = 1 |
| Specifies the number of samples for the respective render target attachment. By default 1. | |
| std::uint32_t | views = 1 |
| Specifies the number of views for multiview (single-pass layered) rendering. By default 1. | |
Render pass descriptor structure.
| AttachmentFormatDescriptor LLGL::RenderPassDescriptor::colorAttachments[LLGL_MAX_NUM_COLOR_ATTACHMENTS] |
Specifies the color attachments used within the render pass.
format field set to Format::Undefined is disabled. Any other attachment after the first disabled attachment is also considered disabled as attachments must be enabled in consecutive order. A swap-chain usually uses a BGRA format instead of an RGBA format. | const char* LLGL::RenderPassDescriptor::debugName = nullptr |
Optional name for debugging purposes. By default null.
| AttachmentFormatDescriptor LLGL::RenderPassDescriptor::depthAttachment |
Specifies the depth attachment used within the render pass.
| std::uint32_t LLGL::RenderPassDescriptor::samples = 1 |
Specifies the number of samples for the respective render target attachment. By default 1.
| AttachmentFormatDescriptor LLGL::RenderPassDescriptor::stencilAttachment |
Specifies the stencil attachment used within the render pass.
| std::uint32_t LLGL::RenderPassDescriptor::views = 1 |
Specifies the number of views for multiview (single-pass layered) rendering. By default 1.
views consecutive array layers of the render target, starting at AttachmentDescriptor::arrayLayer. Each invocation can read its layer index via SystemValue::ViewIndex to index per-view data (e.g. view-projection matrices for single-pass stereo or cascaded shadow maps). All render target attachments used with this render pass must be array textures with at least arrayLayer + views layers.