#include <candlewick/core/CommandBuffer.h>
◆ CommandBuffer() [1/3]
candlewick::CommandBuffer::CommandBuffer |
( |
const Device & | device | ) |
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◆ CommandBuffer() [2/3]
candlewick::CommandBuffer::CommandBuffer |
( |
const CommandBuffer & | | ) |
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delete |
Deleted copy constructor.
◆ CommandBuffer() [3/3]
candlewick::CommandBuffer::CommandBuffer |
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CommandBuffer && | other | ) |
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noexcept |
◆ ~CommandBuffer()
candlewick::CommandBuffer::~CommandBuffer |
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| ) |
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inlinenoexcept |
◆ active()
bool candlewick::CommandBuffer::active |
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| ) |
const |
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inlinenoexcept |
Check if the command buffer is still active.
For this wrapper class, it means the internal pointer is non-null.
◆ cancel()
bool candlewick::CommandBuffer::cancel |
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| ) |
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noexcept |
Cancel the command buffer, returning the bool value from the wrapped SDL API.
◆ operator SDL_GPUCommandBuffer *()
candlewick::CommandBuffer::operator SDL_GPUCommandBuffer * |
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| ) |
const |
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inline |
Convert to SDL_GPU command buffer handle.
◆ operator=() [1/2]
Move assignment operator.
◆ operator=() [2/2]
Deleted copy assignment operator.
◆ pushFragmentUniform() [1/2]
template<GpuCompatibleData T>
CommandBuffer & candlewick::CommandBuffer::pushFragmentUniform |
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Uint32 | slot_index, |
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const T & | data ) |
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inline |
◆ pushFragmentUniform() [2/2]
template<GpuCompatibleData T>
CommandBuffer & candlewick::CommandBuffer::pushFragmentUniform |
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Uint32 | slot_index, |
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std::span< const T > | data ) |
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inline |
◆ pushFragmentUniformRaw()
CommandBuffer & candlewick::CommandBuffer::pushFragmentUniformRaw |
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Uint32 | slot_index, |
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const void * | data, |
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Uint32 | length ) |
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inline |
Push uniform data to the fragment shader.
◆ pushVertexUniform() [1/2]
template<GpuCompatibleData T>
CommandBuffer & candlewick::CommandBuffer::pushVertexUniform |
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Uint32 | slot_index, |
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const T & | data ) |
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inline |
◆ pushVertexUniform() [2/2]
template<GpuCompatibleData T>
CommandBuffer & candlewick::CommandBuffer::pushVertexUniform |
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Uint32 | slot_index, |
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std::span< const T > | data ) |
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inline |
◆ pushVertexUniformRaw()
CommandBuffer & candlewick::CommandBuffer::pushVertexUniformRaw |
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Uint32 | slot_index, |
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const void * | data, |
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Uint32 | length ) |
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inline |
Push uniform data to the vertex shader.
◆ submit()
bool candlewick::CommandBuffer::submit |
( |
| ) |
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inlinenoexcept |
◆ submitAndAcquireFence()
SDL_GPUFence * candlewick::CommandBuffer::submitAndAcquireFence |
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inlinenoexcept |
◆ swap
The documentation for this class was generated from the following file: