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Classes | Functions
Renderer.hpp File Reference
#include <Math/Math.hpp>
#include <RenderCore/Renderer.hpp>
#include "GPUScene.hpp"
#include "Shaders/Flags.h"

Go to the source code of this file.

Classes

struct  RendererUBO
 
struct  PostprocessUBO
 
struct  RendererConfig
 
struct  RendererResources
 
struct  RendererOutputs
 

Functions

void UpdateRendererCameraUBO (RendererUBO &ubo, uint32_t frameNumber, float4x4 const &view, float4x4 const &proj)
 
RHIDeviceSampler::SamplerDesc MakeTextureSamplerDesc (RendererConfig const &cfg)
 
RendererResources CreateGPUSceneRendererResources (Renderer *renderer, GPUScene *scene)
 
void BuildGPUSceneHostUpdatePass (Renderer *renderer, RendererResources &resources)
 
void BuildGPUSceneAccelerationStructureUpdatePass (Renderer *renderer, RendererResources &resources)
 
void BuildGPUSceneLightBVHRefitPasses (Renderer *renderer, RendererResources &resources, ResourceHandle ubo)
 
template<typename FSetup , typename FRecord >
PassHandle BuildGPUSceneTextures2DUpdatePass (Renderer *renderer, StringView name, RendererResources const &resources, FSetup &&setup, FRecord &&record)
 
template<typename FSetup , typename FRecord >
PassHandle BuildGPUSceneTextures3DUpdatePass (Renderer *renderer, StringView name, RendererResources const &resources, FSetup &&setup, FRecord &&record)
 
template<typename FSetup , typename FRecord >
PassHandle BuildGPUSceneRenderToTexturePass (Renderer *renderer, StringView name, RendererResources const &resources, TextureHandle target, FSetup &&setup, FRecord &&record)
 

Function Documentation

◆ BuildGPUSceneAccelerationStructureUpdatePass()

void BuildGPUSceneAccelerationStructureUpdatePass ( Renderer renderer,
RendererResources resources 
)

◆ BuildGPUSceneHostUpdatePass()

void BuildGPUSceneHostUpdatePass ( Renderer renderer,
RendererResources resources 
)

◆ BuildGPUSceneLightBVHRefitPasses()

void BuildGPUSceneLightBVHRefitPasses ( Renderer renderer,
RendererResources resources,
ResourceHandle  ubo 
)

◆ BuildGPUSceneRenderToTexturePass()

template<typename FSetup , typename FRecord >
PassHandle BuildGPUSceneRenderToTexturePass ( Renderer renderer,
StringView  name,
RendererResources const &  resources,
TextureHandle  target,
FSetup &&  setup,
FRecord &&  record 
)

◆ BuildGPUSceneTextures2DUpdatePass()

template<typename FSetup , typename FRecord >
PassHandle BuildGPUSceneTextures2DUpdatePass ( Renderer renderer,
StringView  name,
RendererResources const &  resources,
FSetup &&  setup,
FRecord &&  record 
)

◆ BuildGPUSceneTextures3DUpdatePass()

template<typename FSetup , typename FRecord >
PassHandle BuildGPUSceneTextures3DUpdatePass ( Renderer renderer,
StringView  name,
RendererResources const &  resources,
FSetup &&  setup,
FRecord &&  record 
)

◆ CreateGPUSceneRendererResources()

RendererResources CreateGPUSceneRendererResources ( Renderer renderer,
GPUScene scene 
)

◆ MakeTextureSamplerDesc()

RHIDeviceSampler::SamplerDesc MakeTextureSamplerDesc ( RendererConfig const &  cfg)
inline

◆ UpdateRendererCameraUBO()

void UpdateRendererCameraUBO ( RendererUBO ubo,
uint32_t  frameNumber,
float4x4 const &  view,
float4x4 const &  proj 
)
inline