|
group2 0.1.0
CSE 125 Group 2
|
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) |
| SDL_GPUBuffer * Boilerplate::createBuffer | ( | SDL_GPUDevice * | device, |
| size_t | bufferSize, | ||
| SDL_GPUBufferUsageFlags | usage | ||
| ) |
| SDL_GPUTexture * Boilerplate::createDepthTexture | ( | SDL_GPUDevice * | device, |
| Uint32 | width, | ||
| Uint32 | height | ||
| ) |
| SDL_GPUGraphicsPipeline * Boilerplate::createGraphicsPipeline | ( | SDL_GPUDevice * | device, |
| SDL_Window * | window, | ||
| SDL_GPUShaderFormat | shaderFormat, | ||
| const ShaderInfo & | vertexShaderInfo, | ||
| const ShaderInfo & | fragmentShaderInfo, | ||
| const VertexInputLayout & | vertexInputLayout, | ||
| bool | enableDepth | ||
| ) |
| ImGui_ImplSDLGPU3_InitInfo Boilerplate::createImGuiInfo | ( | SDL_GPUDevice * | device, |
| SDL_Window * | window | ||
| ) |
| SDL_GPUSampler * Boilerplate::createLinearRepeatSampler | ( | SDL_GPUDevice * | device | ) |
| SDL_GPUTexture * Boilerplate::createTextureRGBA8 | ( | SDL_GPUDevice * | device, |
| Uint32 | width, | ||
| Uint32 | height, | ||
| const void * | data | ||
| ) |
| SDL_GPUTransferBuffer * Boilerplate::createTransferBuffer | ( | SDL_GPUDevice * | device, |
| size_t | transferBufferSize, | ||
| bool | upload | ||
| ) |
| SDL_GPUTransferBuffer * Boilerplate::createUploadBuffer | ( | SDL_GPUDevice * | device, |
| size_t | transferBufferSize | ||
| ) |
| SDL_GPUShader * Boilerplate::loadShader | ( | SDL_GPUDevice * | device, |
| const char * | path, | ||
| SDL_GPUShaderFormat | format, | ||
| SDL_GPUShaderStage | stage, | ||
| Uint32 | samplerCount, | ||
| Uint32 | uniformBufferCount, | ||
| Uint32 | storageBufferCount, | ||
| Uint32 | storageTextureCount | ||
| ) |
| SDL_GPUShader * Boilerplate::loadShader | ( | SDL_GPUDevice * | device, |
| const ShaderInfo & | shaderInfo, | ||
| SDL_GPUShaderFormat | format | ||
| ) |
| SDL_GPUTexture * Boilerplate::loadTexture | ( | SDL_GPUDevice * | device, |
| const char * | path | ||
| ) |
| SDL_GPUVertexAttribute Boilerplate::makeAttribute | ( | Uint32 | location, |
| SDL_GPUVertexElementFormat | format, | ||
| Uint32 | offset, | ||
| Uint32 | bufferSlot | ||
| ) |
| SDL_GPUColorTargetInfo Boilerplate::makeColorTarget | ( | SDL_GPUTexture * | texture, |
| SDL_FColor | clearColor | ||
| ) |
| SDL_GPUDepthStencilTargetInfo Boilerplate::makeDepthTarget | ( | SDL_GPUTexture * | texture | ) |
| SDL_GPUTextureSamplerBinding Boilerplate::makeTextureSamplerBinding | ( | SDL_GPUTexture * | texture, |
| SDL_GPUSampler * | sampler | ||
| ) |
| SDL_GPUShaderFormat Boilerplate::selectShaderFormat | ( | SDL_GPUDevice * | device | ) |
| void Boilerplate::uploadBuffers | ( | SDL_GPUDevice * | device, |
| SDL_GPUCommandBuffer * | cmd, | ||
| const std::vector< BufferUpload > & | uploads | ||
| ) |