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KDGpu::RenderPass

Module: Public API

RenderPass is a representation of a rendering instance. More...

#include <KDGpu/render_pass.h>

Public Functions

Name
RenderPass()
~RenderPass()
RenderPass(RenderPass && other)
RenderPass & operator=(RenderPass && other)
RenderPass(const RenderPass & ) =delete
RenderPass & operator=(const RenderPass & ) =delete
Handle< RenderPass_t > handle() const
Returns the handle used to retrieve the underlying API specific RenderPass.
bool isValid() const
Convenience function to check whether the RenderPass is actually referencing a valid API specific resource.
operator Handle< RenderPass_t >() const

Friends

Name
class Device

Detailed Description

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class KDGpu::RenderPass;

RenderPass is a representation of a rendering instance.

See:

Renderpass defines:

  • a list of rendering attachments
  • a list of subpasses that reference attachments and what they will be used for
  • a list of dependencies between the different subpasses
  • Optionally, a list of multiview masks used throughout the subpasses if multiview is enabled

In return, the RenderPass tells the driver how resources will be accessed by the difference subpasses so that it can optimize memory accesses and synchronizations to the attachments which is especially imported on Tile based GPUs.

RenderPass instances are provided by the logical Device. The RenderPass is used to instruct the CommandRecorder the rendering architectures.

Also, GraphicsPipelines are to be bound against a RenderPass at a specific subpass index. They can be reused across multiple compatible RenderPasses (same attachment count and format). The renderpass ultimately being used is the one specified by the CommandRecorder.

Public Functions Documentation

function RenderPass

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RenderPass()

function ~RenderPass

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~RenderPass()

function RenderPass

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RenderPass(
    RenderPass && other
)

function operator=

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RenderPass & operator=(
    RenderPass && other
)

function RenderPass

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RenderPass(
    const RenderPass & 
) =delete

function operator=

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RenderPass & operator=(
    const RenderPass & 
) =delete

function handle

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inline Handle< RenderPass_t > handle() const

Returns the handle used to retrieve the underlying API specific RenderPass.

See: ResourceManager

function isValid

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inline bool isValid() const

Convenience function to check whether the RenderPass is actually referencing a valid API specific resource.

function operator Handle< RenderPass_t >

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inline operator Handle< RenderPass_t >() const

Friends

friend Device

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friend class Device(
    Device 
);

Updated on 2024-12-01 at 00:01:41 +0000