Grindstone Game Engine v0.2.0
An open source game engine and toolkit.
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Public Member Functions | |
DirectX12CommandBuffer (CommandBufferCreateInfo createInfo) | |
ID3D12CommandList * | getCommandList () |
void | handleStep (CommandCreateInfo *step) |
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virtual void | BeginCommandBuffer ()=0 |
virtual void | BindRenderPass (RenderPass *renderPass, Framebuffer *framebuffer, uint32_t width, uint32_t height, ClearColorValue *colorClearValues, uint32_t colorClearCount, ClearDepthStencil depthStencilClearValue)=0 |
virtual void | UnbindRenderPass ()=0 |
virtual void | BeginDebugLabelSection (const char *name, float color[4]=nullptr)=0 |
virtual void | EndDebugLabelSection ()=0 |
virtual void | BindGraphicsDescriptorSet (GraphicsPipeline *graphicsPipeline, DescriptorSet **descriptorSets, uint32_t descriptorSetCount)=0 |
virtual void | BindComputeDescriptorSet (ComputePipeline *graphicsPipeline, DescriptorSet **descriptorSets, uint32_t descriptorSetCount)=0 |
virtual void | BindCommandBuffers (CommandBuffer **commandBuffers, uint32_t commandBuffersCount)=0 |
virtual void | SetViewport (float offsetX, float offsetY, float width, float height, float depthMin=0.0f, float depthMax=1.0f)=0 |
virtual void | SetScissor (int32_t offsetX, int32_t offsetY, uint32_t width, uint32_t height)=0 |
virtual void | SetDepthBias (float biasConstantFactor, float biasSlopeFactor)=0 |
virtual void | BindGraphicsPipeline (GraphicsPipeline *pipeline)=0 |
virtual void | BindComputePipeline (ComputePipeline *pipeline)=0 |
virtual void | BindVertexArrayObject (VertexArrayObject *vertexArrayObject)=0 |
virtual void | BindVertexBuffers (VertexBuffer **vb, uint32_t count)=0 |
virtual void | BindIndexBuffer (IndexBuffer *indexBuffer)=0 |
virtual void | DrawVertices (uint32_t vertexCount, uint32_t firstInstance, uint32_t instanceCount, int32_t vertexOffset)=0 |
virtual void | DrawIndices (uint32_t firstIndex, uint32_t indexCount, uint32_t firstInstance, uint32_t instanceCount, int32_t vertexOffset)=0 |
virtual void | DispatchCompute (uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ)=0 |
virtual void | BlitDepthImage (DepthStencilTarget *src, DepthStencilTarget *dst)=0 |
virtual void | WaitForComputeMemoryBarrier (RenderTarget *renderTarget, bool shouldMakeWritable)=0 |
virtual void | EndCommandBuffer ()=0 |