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Grindstone Game Engine v0.2.0
An open source game engine and toolkit.
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#include <WindowGraphicsBinding.hpp>
Public Member Functions | |
| virtual bool | Initialize (Window *window)=0 |
| virtual void | WaitForRenderingFence ()=0 |
| virtual void | ImmediateSetContext ()=0 |
| virtual void | ImmediateSwapBuffers ()=0 |
| virtual bool | AcquireNextImage ()=0 |
| virtual void | SubmitCommandBufferNoSynchronization (GraphicsAPI::CommandBuffer *buffer)=0 |
| virtual void | SubmitCommandBufferForCurrentFrame (GraphicsAPI::CommandBuffer *buffer)=0 |
| virtual bool | PresentSwapchain ()=0 |
| virtual RenderPass * | GetRenderPass () const =0 |
| virtual Framebuffer * | GetCurrentFramebuffer () const =0 |
| virtual Image * | GetCurrentSwapchainImage () const =0 |
| virtual Image * | GetSwapchainImage (uint32_t index) const =0 |
| virtual uint32_t | GetCurrentSwapchainIndex () const =0 |
| virtual uint32_t | GetCurrentImageIndex () const =0 |
| virtual uint32_t | GetCurrentFrame () const =0 |
| virtual uint32_t | GetMaxFramesInFlight () const =0 |
| virtual void | Resize (uint32_t width, uint32_t height)=0 |
| virtual GraphicsAPI::Format | GetSwapchainFormat () const =0 |
These are used to encapsulate functionality that ties a windowing system to a graphics API. They are used to acquire images, present images, and get the swap chain.