6 using namespace RenderCore;
17 name, RHIDeviceQueueType::Graphics, 0
u,
20 r->BindBackbufferUAV(
self, 0
u);
21 r->BindShader(
self, RHIShaderStageBits::Compute,
"main",
"data/shaders/CSClearBuffer.spv");
22 r->BindPushConstant(
self, RHIShaderStageBits::Compute, 0,
sizeof(CSClearBufferData));
27 CSClearBufferData
cdata{clearColor,
wh.x,
wh.y};
29 r->CmdSetPushConstant(
self,
cmd, RHIShaderStageBits::Compute, 0,
cdata);
36 name, RHIDeviceQueueType::Graphics, 0
u,
39 r->BindTextureUAV(
self, resource,
"texture", RHIPipelineStageBits::ComputeShader,
viewDesc);
40 r->BindShader(
self, RHIShaderStageBits::Compute,
"main",
"data/shaders/CSClearBuffer.spv");
48 r->CmdSetPushConstant(
self,
cmd, RHIShaderStageBits::Compute, 0,
cdata);
Definition Command.hpp:35
Renderer implementing a Frame Graph system with automatic resource tracking and synchronization.
Definition Renderer.hpp:78
std::basic_string_view< char > StringView
Alias for std::basic_string_view<char>
Definition Container.hpp:55
T * Construct(Allocator *resource, Args &&...args)
Convenience placement new with object of type T using a Foundation::Core::Allocator.
Definition Allocator.hpp:149
glm::vec< 2, uint32_t > RHIExtent2D
Definition Common.hpp:10
size_t ResourceHandle
Definition RenderPass.hpp:11
size_t PassHandle
Definition RenderPass.hpp:10
Definition CSClearBuffer.hpp:5
PassHandle createCSClearTexture(Renderer *r, StringView name, ResourceHandle resource, RHITextureViewDesc viewDesc, float4 clearColor)
Definition CSClearBuffer.hpp:33
PassHandle createCSClearBackBuffer(Renderer *r, StringView name, float4 clearColor={})
Definition CSClearBuffer.hpp:14
Definition Resource.hpp:164
Definition CSClearBuffer.hpp:9
float4 color
Definition CSClearBuffer.hpp:10
uint32_t h
Definition CSClearBuffer.hpp:11
uint32_t w
Definition CSClearBuffer.hpp:11