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KDGpu::DepthStencilAttachment

#include <render_pass_command_recorder_options.h>

Public Attributes

Name
Handle< TextureView_t > view
Handle< TextureView_t > resolveView
AttachmentLoadOperation depthLoadOperation
AttachmentStoreOperation depthStoreOperation
float depthClearValue
ResolveModeFlagBits depthResolveMode
AttachmentLoadOperation stencilLoadOperation
AttachmentStoreOperation stencilStoreOperation
uint32_t stencilClearValue
ResolveModeFlagBits stencilResolveMode
TextureLayout initialLayout
TextureLayout layout
TextureLayout finalLayout

Public Attributes Documentation

variable view

1
Handle< TextureView_t > view;

variable resolveView

1
Handle< TextureView_t > resolveView;

variable depthLoadOperation

1
AttachmentLoadOperation depthLoadOperation { AttachmentLoadOperation::Clear };

variable depthStoreOperation

1
AttachmentStoreOperation depthStoreOperation { AttachmentStoreOperation::Store };

variable depthClearValue

1
float depthClearValue { 1.0f };

variable depthResolveMode

1
ResolveModeFlagBits depthResolveMode { ResolveModeFlagBits::Average };

variable stencilLoadOperation

1
AttachmentLoadOperation stencilLoadOperation { AttachmentLoadOperation::Clear };

variable stencilStoreOperation

1
AttachmentStoreOperation stencilStoreOperation { AttachmentStoreOperation::Store };

variable stencilClearValue

1
uint32_t stencilClearValue { 0 };

variable stencilResolveMode

1
ResolveModeFlagBits stencilResolveMode { ResolveModeFlagBits::None };

variable initialLayout

1
TextureLayout initialLayout { TextureLayout::Undefined };

variable layout

1
TextureLayout layout { TextureLayout::DepthStencilAttachmentOptimal };

variable finalLayout

1
TextureLayout finalLayout { TextureLayout::DepthStencilAttachmentOptimal };

Updated on 2024-12-22 at 00:08:03 +0000