#include "Device.h"
#include "CommandBuffer.h"
#include "Texture.h"
#include "Mesh.h"
#include "Window.h"
#include <span>
#include <SDL3/SDL_gpu.h>
Go to the source code of this file.
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void | candlewick::rend::bindMesh (SDL_GPURenderPass *pass, const Mesh &mesh) |
| Bind a Mesh object.
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void | candlewick::rend::bindMeshView (SDL_GPURenderPass *pass, const MeshView &view) |
| Bind a MeshView object.
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void | candlewick::rend::drawViews (SDL_GPURenderPass *pass, std::span< const MeshView > meshViews, Uint32 numInstances=1) |
| Render a collection of MeshView. This collection must satisfy the invariant that they all have the same parent Mesh object, which allows batching draw calls like this without having to rebind the Mesh.
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void | candlewick::rend::draw (SDL_GPURenderPass *pass, const Mesh &mesh, Uint32 numInstances=1) |
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void | candlewick::rend::drawView (SDL_GPURenderPass *pass, const MeshView &mesh, Uint32 numInstances=1) |
| Draw a MeshView.
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void | candlewick::rend::bindVertexSamplers (SDL_GPURenderPass *pass, Uint32 first_slot, std::span< const SDL_GPUTextureSamplerBinding > bindings) |
| Bind multiple fragment shader samplers.
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void | candlewick::rend::bindVertexSamplers (SDL_GPURenderPass *pass, Uint32 first_slot, std::initializer_list< SDL_GPUTextureSamplerBinding > sampler_bindings) |
| Bind multiple fragment shader samplers. This overload exists to enable taking a brace-initialized array.
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void | candlewick::rend::bindFragmentSamplers (SDL_GPURenderPass *pass, Uint32 first_slot, std::span< const SDL_GPUTextureSamplerBinding > bindings) |
| Bind multiple fragment shader samplers.
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void | candlewick::rend::bindFragmentSamplers (SDL_GPURenderPass *pass, Uint32 first_slot, std::initializer_list< SDL_GPUTextureSamplerBinding > sampler_bindings) |
| Bind multiple fragment shader samplers. This overload exists to enable taking a brace-initialized array.
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