KDGpu::ColorAttachment¶
Module: Public API
Color attachment configuration for render passes. More...
#include <KDGpu/render_pass_command_recorder_options.h>
Public Attributes¶
| Name | |
|---|---|
| RequiredHandle< TextureView_t > | view The texture view to render to. |
| OptionalHandle< TextureView_t > | resolveView Optional resolve target for MSAA (leave empty for non-MSAA) |
| AttachmentLoadOperation | loadOperation How to handle existing data (Clear, Load, or DontCare) |
| AttachmentStoreOperation | storeOperation Whether to store results (Store or DontCare) |
| ColorClearValue | clearValue Clear color if loadOperation is Clear. |
| TextureLayout | initialLayout Layout before render pass (Undefined if discarding contents) |
| TextureLayout | layout Layout during rendering. |
| TextureLayout | finalLayout Layout after render pass (e.g., PresentSrc for swapchain) |
Detailed Description¶
1 | |
Color attachment configuration for render passes.
See: RenderPassCommandRecorderWithDynamicRenderingOptions, DepthStencilAttachment
Specifies how a color attachment is used during rendering, including load/store operations and image layout transitions. In Vulkan, this maps to VkRenderingAttachmentInfo.
Public Attributes Documentation¶
variable view¶
1 | |
The texture view to render to.
variable resolveView¶
1 | |
Optional resolve target for MSAA (leave empty for non-MSAA)
variable loadOperation¶
1 | |
How to handle existing data (Clear, Load, or DontCare)
variable storeOperation¶
1 | |
Whether to store results (Store or DontCare)
variable clearValue¶
1 | |
Clear color if loadOperation is Clear.
variable initialLayout¶
1 | |
Layout before render pass (Undefined if discarding contents)
variable layout¶
1 | |
Layout during rendering.
variable finalLayout¶
1 | |
Layout after render pass (e.g., PresentSrc for swapchain)
Updated on 2026-03-31 at 00:02:06 +0000