src/ngfx/porting/metal/MTLRenderPass.h
Namespaces
Name |
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ngfx |
Classes
Name | |
---|---|
class | ngfx::MTLRenderPass |
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/RenderPass.h"
#include "ngfx/porting/metal/MTLFramebuffer.h"
#include "ngfx/porting/metal/MTLUtil.h"
#include <glm/glm.hpp>
namespace ngfx {
class MTLGraphicsContext;
class MTLRenderPass : public RenderPass {
public:
virtual ~MTLRenderPass() {}
MTLRenderPassDescriptor *getDescriptor(MTLGraphicsContext *mtlCtx,
MTLFramebuffer *mtlFramebuffer,
glm::vec4 clearColor, float clearDepth,
uint32_t clearStencil);
};
MTL_CAST(RenderPass);
} // namespace ngfx
Updated on 3 April 2021 at 20:21:51 PDT