Polyphase Game Engine
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RenderPassConfig Struct Reference

#include <RenderPassCache.h>

Public Member Functions

bool operator== (const RenderPassConfig &other) const
 
size_t Hash () const
 

Public Attributes

VkFormat mDepthFormat = VK_FORMAT_UNDEFINED
 
VkFormat mColorFormats [MAX_RENDER_TARGETS] = {}
 
VkAttachmentLoadOp mLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD
 
VkAttachmentStoreOp mStoreOp = VK_ATTACHMENT_STORE_OP_STORE
 
VkAttachmentLoadOp mDepthLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD
 
VkAttachmentStoreOp mDepthStoreOp = VK_ATTACHMENT_STORE_OP_STORE
 
VkImageLayout mPreLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
 
VkImageLayout mPostLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
 
const char * mDebugName = ""
 

Member Function Documentation

◆ Hash()

size_t RenderPassConfig::Hash ( ) const

◆ operator==()

bool RenderPassConfig::operator== ( const RenderPassConfig other) const

Member Data Documentation

◆ mColorFormats

VkFormat RenderPassConfig::mColorFormats[MAX_RENDER_TARGETS] = {}

◆ mDebugName

const char* RenderPassConfig::mDebugName = ""

◆ mDepthFormat

VkFormat RenderPassConfig::mDepthFormat = VK_FORMAT_UNDEFINED

◆ mDepthLoadOp

VkAttachmentLoadOp RenderPassConfig::mDepthLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD

◆ mDepthStoreOp

VkAttachmentStoreOp RenderPassConfig::mDepthStoreOp = VK_ATTACHMENT_STORE_OP_STORE

◆ mLoadOp

VkAttachmentLoadOp RenderPassConfig::mLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD

◆ mPostLayout

VkImageLayout RenderPassConfig::mPostLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL

◆ mPreLayout

VkImageLayout RenderPassConfig::mPreLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL

◆ mStoreOp

VkAttachmentStoreOp RenderPassConfig::mStoreOp = VK_ATTACHMENT_STORE_OP_STORE

The documentation for this struct was generated from the following files: