Polyphase Game Engine
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RenderPassSetup Struct Reference

#include <VulkanTypes.h>

Public Attributes

Image * mDepthImage = nullptr
 
Image * mColorImages [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 Data Documentation

◆ mColorImages

Image* RenderPassSetup::mColorImages[MAX_RENDER_TARGETS] = {}

◆ mDebugName

const char* RenderPassSetup::mDebugName = ""

◆ mDepthImage

Image* RenderPassSetup::mDepthImage = nullptr

◆ mDepthLoadOp

VkAttachmentLoadOp RenderPassSetup::mDepthLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD

◆ mDepthStoreOp

VkAttachmentStoreOp RenderPassSetup::mDepthStoreOp = VK_ATTACHMENT_STORE_OP_STORE

◆ mLoadOp

VkAttachmentLoadOp RenderPassSetup::mLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD

◆ mPostLayout

VkImageLayout RenderPassSetup::mPostLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL

◆ mPreLayout

VkImageLayout RenderPassSetup::mPreLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL

◆ mStoreOp

VkAttachmentStoreOp RenderPassSetup::mStoreOp = VK_ATTACHMENT_STORE_OP_STORE

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