SPARK
0.1.0
A general purpose game engine written in C++.
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Interface for a render pipeline. More...
#include <RenderPipeilne.h>
Public Member Functions | |
std::shared_ptr< IInputAssembler > | inputAssembler () const noexcept |
Gets the input assembler state used by the render pipeline. | |
std::shared_ptr< IRasterizer > | rasterizer () const noexcept |
Gets the rasterizer state used by the render pipeline. | |
virtual bool | alphaToCoverage () const noexcept=0 |
Checks if the render pipeline is using alpha to coverage. | |
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std::shared_ptr< const IShaderProgram > | program () const noexcept |
Gets the shader program used by the pipeline. | |
std::shared_ptr< IPipelineLayout > | layout () const noexcept |
Gets the pipeline layout. | |
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virtual const std::string & | name () const noexcept=0 |
Gets the name of the state resource. | |
Interface for a render pipeline.
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nodiscardpure virtualnoexcept |
Checks if the render pipeline is using alpha to coverage.
true
if the render pipeline is using alpha to coverage, false
otherwise.Alpha-to-Coverage is a multi-sampling technique used for partially transparent sprites or textures (such as foliage) to prevent visible flickering along edges. If enabled, the alpha-channel of the first (non-depth/stencil) render target is used to generate a temporary coverage mask that is combined with the fragment coverage mask using a logical AND
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Implemented in spark::render::vk::VulkanRenderPipeline.
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inlinenodiscardnoexcept |
Gets the input assembler state used by the render pipeline.
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inlinenodiscardnoexcept |
Gets the rasterizer state used by the render pipeline.