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Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp} Namespace Reference

Functions

bool operator== (const SStencilOpState &lhs, const SStencilOpState &rhs)
 
bool operator!= (const SStencilOpState &lhs, const SStencilOpState &rhs)
 
bool operator== (const CDeviceCommandContext::Rect &lhs, const CDeviceCommandContext::Rect &rhs)
 
bool operator!= (const CDeviceCommandContext::Rect &lhs, const CDeviceCommandContext::Rect &rhs)
 
void ApplyDepthMask (const bool depthWriteEnabled)
 
void ApplyColorMask (const uint8_t colorWriteMask)
 
void ApplyStencilMask (const uint32_t stencilWriteMask)
 
GLenum BufferTypeToGLTarget (const CBuffer::Type type)
 
void UploadDynamicBufferRegionImpl (const GLenum target, const uint32_t bufferSize, const uint32_t dataOffset, const uint32_t dataSize, const CDeviceCommandContext::UploadBufferFunction &uploadFunction)
 
void InvalidateFramebuffer (CFramebuffer *framebuffer, const bool color, const bool depthStencil)
 In case we don't need a framebuffer content (because of the following clear or overwriting by a shader) we might give a hint to a driver via glInvalidateFramebuffer. More...
 

Function Documentation

◆ ApplyColorMask()

void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyColorMask ( const uint8_t  colorWriteMask)

◆ ApplyDepthMask()

void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyDepthMask ( const bool  depthWriteEnabled)

◆ ApplyStencilMask()

void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyStencilMask ( const uint32_t  stencilWriteMask)

◆ BufferTypeToGLTarget()

GLenum Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::BufferTypeToGLTarget ( const CBuffer::Type  type)

◆ InvalidateFramebuffer()

void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::InvalidateFramebuffer ( CFramebuffer framebuffer,
const bool  color,
const bool  depthStencil 
)

In case we don't need a framebuffer content (because of the following clear or overwriting by a shader) we might give a hint to a driver via glInvalidateFramebuffer.

◆ operator!=() [1/2]

bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator!= ( const CDeviceCommandContext::Rect lhs,
const CDeviceCommandContext::Rect rhs 
)

◆ operator!=() [2/2]

bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator!= ( const SStencilOpState lhs,
const SStencilOpState rhs 
)

◆ operator==() [1/2]

bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator== ( const CDeviceCommandContext::Rect lhs,
const CDeviceCommandContext::Rect rhs 
)

◆ operator==() [2/2]

bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator== ( const SStencilOpState lhs,
const SStencilOpState rhs 
)

◆ UploadDynamicBufferRegionImpl()

void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::UploadDynamicBufferRegionImpl ( const GLenum  target,
const uint32_t  bufferSize,
const uint32_t  dataOffset,
const uint32_t  dataSize,
const CDeviceCommandContext::UploadBufferFunction uploadFunction 
)