src/ngfx/graphics/Framebuffer.h
Namespaces
Name |
---|
ngfx |
Classes
Name | |
---|---|
class | ngfx::Framebuffer |
struct | ngfx::Framebuffer::Attachment |
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#pragma once
#include "ngfx/graphics/Device.h"
#include "ngfx/graphics/RenderPass.h"
#include "ngfx/graphics/Texture.h"
#include <vector>
namespace ngfx {
class Framebuffer {
public:
struct Attachment {
Texture *texture = nullptr;
uint32_t level = 0,
layer = 0;
};
static Framebuffer *create(Device *device, RenderPass *renderPass,
const std::vector<Attachment> &attachments,
uint32_t w, uint32_t h, uint32_t layers = 1);
virtual ~Framebuffer() {}
uint32_t w,
h,
layers,
numAttachments;
std::vector<Attachment> attachments;
};
} // namespace ngfx
Updated on 3 April 2021 at 20:21:51 PDT