|
ObjectivelyGPU
Object oriented graphics framework for SDL3 and C
|
Parameters for creating a Framebuffer. More...
#include <Framebuffer.h>
Data Fields | |
| SDL_Size | size |
| Initial framebuffer dimensions. | |
| GPU_FramebufferAttachment | colorAttachments [GPU_MAX_COLOR_TARGETS] |
| The color attachments, one per render target (MRT). | |
| Uint32 | numColorTargets |
The number of color attachments; 0 to omit color entirely. | |
| GPU_FramebufferAttachment | depthAttachment |
The depth attachment, or format SDL_GPU_TEXTUREFORMAT_INVALID to omit. | |
| SDL_GPUSampleCount | sampleCount |
MSAA sample count; SDL_GPU_SAMPLECOUNT_1 for no multisampling. | |
Parameters for creating a Framebuffer.
| GPU_FramebufferAttachment GPU_FramebufferCreateInfo::colorAttachments[GPU_MAX_COLOR_TARGETS] |
The color attachments, one per render target (MRT).
Indices [0, numColorTargets) are used. Only format, clearColor, and doubleBuffered are meaningful here; leave textures/resolveTextures zeroed.
| GPU_FramebufferAttachment GPU_FramebufferCreateInfo::depthAttachment |
The depth attachment, or format SDL_GPU_TEXTUREFORMAT_INVALID to omit.
A render pass supports at most one depth-stencil target, so this is singular. Only format and clearDepth are meaningful here.
| Uint32 GPU_FramebufferCreateInfo::numColorTargets |
The number of color attachments; 0 to omit color entirely.
| SDL_GPUSampleCount GPU_FramebufferCreateInfo::sampleCount |
MSAA sample count; SDL_GPU_SAMPLECOUNT_1 for no multisampling.
When greater, a single-sample resolve target is allocated alongside each multisampled color attachment.
| SDL_Size GPU_FramebufferCreateInfo::size |
Initial framebuffer dimensions.
When the framebuffer is driven by RenderDevice::beginFrame, it is resized to the swapchain each frame, so this is only the initial allocation size.