struct render::RenderPassCreateInformation

Descriptor structure used for initialization of a render pass.

Render pass will bind the provided render target and allow draw calls to be executed until it ends.

Public

Constructors

RenderPassCreateInformation

RenderPassCreateInformation() = default

RenderPassCreateInformation

RenderPassCreateInformation(const SPtr<RenderTarget> &target, RenderSurfaceMask readOnlyMask = RT_NONE, RenderSurfaceMask loadMask = RT_NONE)

RenderPassCreateInformation

RenderPassCreateInformation(const SPtr<RenderTarget> &target, const SPtr<GpuParameterSet> &parameters, RenderSurfaceMask readOnlyMask = RT_NONE, RenderSurfaceMask loadMask = RT_NONE)

Fields

Target

SPtr<RenderTarget> Target

Render target to render to.

ReadOnlyMask

RenderSurfaceMask ReadOnlyMask

Which surfaces of the render target are read-only.

Read-only surfaces cannot be written to during the render pass.

LoadMask

RenderSurfaceMask LoadMask

Which surfaces of the render target should preserve their existing contents.

Use this when you need to blend, read, or perform other operations with the existing contents of the render target.

ClearMask

RenderSurfaceMask ClearMask

Determines which surfaces to clear when the render pass starts.

Use ,

and to determine which values to clear them to.

ClearColor

Color ClearColor

Determines the color to which to clear all color attachments, for attachments that clear is enabled in .

ClearDepth

float ClearDepth

Determines the depth to which to clear the depth attachment, if clear is enabled in .

ClearStencil

u32 ClearStencil

Determines the stencil to which to clear the stencil attachment, if clear is enabled in .

Parameters

TInlineArray<SPtr<GpuParameterSet>, 4> Parameters

Set of all GPU parameters that will be bound during this render pass.

The command buffer will pre-register all resources from these parameters, allowing barriers and layout transitions to be issued before the render pass begins.