#include <OgreMetalDepthBuffer.h>
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| | MetalDepthBuffer (uint16 poolId, MetalRenderSystem *renderSystem, uint32 width, uint32 height, uint32 fsaa, MTLPixelFormat pixelFormat, bool _isManual, id< MTLTexture > depthTexture, id< MTLTexture > stencilTexture, MetalDevice *device) |
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| virtual | ~MetalDepthBuffer () |
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| MTLPixelFormat | getFormat () const |
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| MetalDevice * | getOwnerDevice (void) const |
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| bool | isCompatible (RenderTarget *renderTarget) const override |
| | Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. More...
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| | DepthBuffer (uint16 poolId, uint32 width, uint32 height, uint32 fsaa, bool manual) |
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| virtual | ~DepthBuffer () |
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| virtual void | _notifyRenderTargetAttached (RenderTarget *renderTarget) |
| | Called when a RenderTarget is attaches this DepthBuffer. More...
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| virtual void | _notifyRenderTargetDetached (RenderTarget *renderTarget) |
| | Called when a RenderTarget is detaches from this DepthBuffer. More...
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| void | _setPoolId (uint16 poolId) |
| | Sets the pool id in which this DepthBuffer lives. More...
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| uint32 | getFSAA () const |
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| virtual uint32 | getHeight () const |
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| virtual uint16 | getPoolId () const |
| | Gets the pool id in which this DepthBuffer lives. More...
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| virtual uint32 | getWidth () const |
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| bool | isManual () const |
| | Manual DepthBuffers are cleared in RenderSystem's destructor. More...
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◆ MetalDepthBuffer()
| Ogre::MetalDepthBuffer::MetalDepthBuffer |
( |
uint16 |
poolId, |
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MetalRenderSystem * |
renderSystem, |
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uint32 |
width, |
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uint32 |
height, |
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uint32 |
fsaa, |
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MTLPixelFormat |
pixelFormat, |
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bool |
_isManual, |
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id< MTLTexture > |
depthTexture, |
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id< MTLTexture > |
stencilTexture, |
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MetalDevice * |
device |
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) |
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◆ ~MetalDepthBuffer()
| virtual Ogre::MetalDepthBuffer::~MetalDepthBuffer |
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| ) |
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virtual |
◆ isCompatible()
| bool Ogre::MetalDepthBuffer::isCompatible |
( |
RenderTarget * |
renderTarget | ) |
const |
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overridevirtual |
Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget.
Most APIs impose the following restrictions:
- Width & height must be equal or higher than the render target's
- They must be of the same bit depth.
- They need to have the same FSAA setting
- Parameters
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| renderTarget | The render target to test against |
Reimplemented from Ogre::DepthBuffer.
◆ getOwnerDevice()
| MetalDevice* Ogre::MetalDepthBuffer::getOwnerDevice |
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void |
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const |
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inline |
◆ getFormat()
| MTLPixelFormat Ogre::MetalDepthBuffer::getFormat |
( |
| ) |
const |
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inline |
◆ mDepthAttachmentDesc
| MTLRenderPassDepthAttachmentDescriptor* Ogre::MetalDepthBuffer::mDepthAttachmentDesc |
◆ mStencilAttachmentDesc
| MTLRenderPassStencilAttachmentDescriptor* Ogre::MetalDepthBuffer::mStencilAttachmentDesc |
The documentation for this class was generated from the following file: