group2 0.1.0
CSE 125 Group 2
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Boilerplate Namespace Reference

Classes

struct  BufferUpload
 
struct  ShaderInfo
 
struct  VertexInputLayout
 

Functions

ImGui_ImplSDLGPU3_InitInfo createImGuiInfo (SDL_GPUDevice *device, SDL_Window *window)
 
SDL_GPUVertexAttribute makeAttribute (Uint32 location, SDL_GPUVertexElementFormat format, Uint32 offset, Uint32 bufferSlot)
 
SDL_GPUColorTargetInfo makeColorTarget (SDL_GPUTexture *texture, SDL_FColor clearColor)
 
SDL_GPUDepthStencilTargetInfo makeDepthTarget (SDL_GPUTexture *texture)
 
SDL_GPUTextureSamplerBinding makeTextureSamplerBinding (SDL_GPUTexture *texture, SDL_GPUSampler *sampler)
 
SDL_GPUShaderFormat selectShaderFormat (SDL_GPUDevice *device)
 
SDL_GPUShader * loadShader (SDL_GPUDevice *device, const char *path, SDL_GPUShaderFormat format, SDL_GPUShaderStage stage, Uint32 samplerCount, Uint32 uniformBufferCount, Uint32 storageBufferCount, Uint32 storageTextureCount)
 
SDL_GPUShader * loadShader (SDL_GPUDevice *device, const ShaderInfo &shaderInfo, SDL_GPUShaderFormat format)
 
SDL_GPUGraphicsPipeline * createGraphicsPipeline (SDL_GPUDevice *device, SDL_Window *window, SDL_GPUShaderFormat shaderFormat, const ShaderInfo &vertexShaderInfo, const ShaderInfo &fragmentShaderInfo, const VertexInputLayout &vertexInputLayout, bool enableDepth)
 
SDL_GPUBuffer * createBuffer (SDL_GPUDevice *device, size_t bufferSize, SDL_GPUBufferUsageFlags usage)
 
SDL_GPUTransferBuffer * createTransferBuffer (SDL_GPUDevice *device, size_t transferBufferSize, bool upload)
 
SDL_GPUTransferBuffer * createUploadBuffer (SDL_GPUDevice *device, size_t transferBufferSize)
 
void uploadBuffers (SDL_GPUDevice *device, SDL_GPUCommandBuffer *cmd, const std::vector< BufferUpload > &uploads)
 
SDL_GPUTexture * createTextureRGBA8 (SDL_GPUDevice *device, Uint32 width, Uint32 height, const void *data)
 
SDL_GPUTexture * loadTexture (SDL_GPUDevice *device, const char *path)
 
SDL_GPUTexture * createDepthTexture (SDL_GPUDevice *device, Uint32 width, Uint32 height)
 
SDL_GPUSampler * createLinearRepeatSampler (SDL_GPUDevice *device)
 

Function Documentation

◆ createBuffer()

SDL_GPUBuffer * Boilerplate::createBuffer ( SDL_GPUDevice *  device,
size_t  bufferSize,
SDL_GPUBufferUsageFlags  usage 
)

◆ createDepthTexture()

SDL_GPUTexture * Boilerplate::createDepthTexture ( SDL_GPUDevice *  device,
Uint32  width,
Uint32  height 
)

◆ createGraphicsPipeline()

SDL_GPUGraphicsPipeline * Boilerplate::createGraphicsPipeline ( SDL_GPUDevice *  device,
SDL_Window *  window,
SDL_GPUShaderFormat  shaderFormat,
const ShaderInfo vertexShaderInfo,
const ShaderInfo fragmentShaderInfo,
const VertexInputLayout vertexInputLayout,
bool  enableDepth 
)
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◆ createImGuiInfo()

ImGui_ImplSDLGPU3_InitInfo Boilerplate::createImGuiInfo ( SDL_GPUDevice *  device,
SDL_Window *  window 
)
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◆ createLinearRepeatSampler()

SDL_GPUSampler * Boilerplate::createLinearRepeatSampler ( SDL_GPUDevice *  device)

◆ createTextureRGBA8()

SDL_GPUTexture * Boilerplate::createTextureRGBA8 ( SDL_GPUDevice *  device,
Uint32  width,
Uint32  height,
const void *  data 
)
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◆ createTransferBuffer()

SDL_GPUTransferBuffer * Boilerplate::createTransferBuffer ( SDL_GPUDevice *  device,
size_t  transferBufferSize,
bool  upload 
)
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◆ createUploadBuffer()

SDL_GPUTransferBuffer * Boilerplate::createUploadBuffer ( SDL_GPUDevice *  device,
size_t  transferBufferSize 
)
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◆ loadShader() [1/2]

SDL_GPUShader * Boilerplate::loadShader ( SDL_GPUDevice *  device,
const char *  path,
SDL_GPUShaderFormat  format,
SDL_GPUShaderStage  stage,
Uint32  samplerCount,
Uint32  uniformBufferCount,
Uint32  storageBufferCount,
Uint32  storageTextureCount 
)
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◆ loadShader() [2/2]

SDL_GPUShader * Boilerplate::loadShader ( SDL_GPUDevice *  device,
const ShaderInfo shaderInfo,
SDL_GPUShaderFormat  format 
)
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◆ loadTexture()

SDL_GPUTexture * Boilerplate::loadTexture ( SDL_GPUDevice *  device,
const char *  path 
)
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◆ makeAttribute()

SDL_GPUVertexAttribute Boilerplate::makeAttribute ( Uint32  location,
SDL_GPUVertexElementFormat  format,
Uint32  offset,
Uint32  bufferSlot 
)

◆ makeColorTarget()

SDL_GPUColorTargetInfo Boilerplate::makeColorTarget ( SDL_GPUTexture *  texture,
SDL_FColor  clearColor 
)
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◆ makeDepthTarget()

SDL_GPUDepthStencilTargetInfo Boilerplate::makeDepthTarget ( SDL_GPUTexture *  texture)
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◆ makeTextureSamplerBinding()

SDL_GPUTextureSamplerBinding Boilerplate::makeTextureSamplerBinding ( SDL_GPUTexture *  texture,
SDL_GPUSampler *  sampler 
)
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◆ selectShaderFormat()

SDL_GPUShaderFormat Boilerplate::selectShaderFormat ( SDL_GPUDevice *  device)

◆ uploadBuffers()

void Boilerplate::uploadBuffers ( SDL_GPUDevice *  device,
SDL_GPUCommandBuffer *  cmd,
const std::vector< BufferUpload > &  uploads 
)
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