ObjectivelyGPU
Object oriented graphics framework for SDL3 and C
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Framebuffer.h File Reference

Framebuffer groups a color and/or depth texture as an off-screen render target. More...

#include <SDL3/SDL_gpu.h>
#include <Objectively/Object.h>
#include <ObjectivelyGPU/Types.h>

Go to the source code of this file.

Data Structures

struct  GPU_FramebufferCreateInfo
 Parameters for creating a Framebuffer. More...
 
struct  Framebuffer
 An off-screen render target grouping a color and/or depth texture. More...
 

Macros

#define GPU_MAX_COLOR_TARGETS   4
 The maximum number of color attachments a Framebuffer may have.
 

Typedefs

typedef struct RenderDevice RenderDevice
 
typedef struct Framebuffer Framebuffer
 
typedef struct Texture Texture
 
typedef struct GPU_FramebufferCreateInfo GPU_FramebufferCreateInfo
 Parameters for creating a Framebuffer.
 

Functions

OBJECTIVELYGPU_EXPORT Class * _Framebuffer (void)
 

Detailed Description

Framebuffer groups a color and/or depth texture as an off-screen render target.

Macro Definition Documentation

◆ GPU_MAX_COLOR_TARGETS

#define GPU_MAX_COLOR_TARGETS   4

The maximum number of color attachments a Framebuffer may have.

A render pass binds N color targets plus at most one depth-stencil target; this caps N. Four matches the minimum guaranteed across backends.

Typedef Documentation

◆ Framebuffer

typedef struct Framebuffer Framebuffer

◆ GPU_FramebufferCreateInfo

Parameters for creating a Framebuffer.

The GPU-layer analogue of SDL's *CreateInfo structs, for a target that aggregates several SDL_GPUTexture attachments and so has no single SDL struct. Use a designated initializer; omitted fields default to zero (SDL_GPU_TEXTUREFORMAT_INVALID, SDL_GPU_SAMPLECOUNT_1).

◆ RenderDevice

typedef struct RenderDevice RenderDevice

◆ Texture

typedef struct Texture Texture

Function Documentation

◆ _Framebuffer()

OBJECTIVELYGPU_EXPORT Class * _Framebuffer ( void  )