#include <OgreMetalDepthBuffer.h>
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|  | MetalDepthBuffer (uint16 poolId, MetalRenderSystem *renderSystem, uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, PixelFormat pixelFormat, bool isDepthTexture, bool _isManual, id< MTLTexture > depthTexture, id< MTLTexture > stencilTexture, MetalDevice *device) | 
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| virtual | ~MetalDepthBuffer () | 
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| virtual void | _notifyRenderTargetAttached (RenderTarget *renderTarget) | 
|  | Called when a RenderTarget is attaches this DepthBuffer. 
 | 
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| virtual void | _notifyRenderTargetDetached (RenderTarget *renderTarget) | 
|  | Called when a RenderTarget is detaches from this DepthBuffer. 
 | 
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| void | _setPoolId (uint16 poolId) | 
|  | Sets the pool id in which this DepthBuffer lives. 
 | 
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| bool | copyTo (DepthBuffer *destination) | 
|  | Copies the contents of the DepthBuffer to the destination. 
 | 
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| virtual uint16 | getBitDepth () const | 
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| PixelFormat | getFormat (void) const | 
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| virtual uint32 | getFsaa () const | 
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| virtual const String & | getFsaaHint () const | 
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| virtual uint32 | getHeight () const | 
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| MetalDevice * | getOwnerDevice (void) const | 
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| virtual uint16 | getPoolId () const | 
|  | Gets the pool id in which this DepthBuffer lives. 
 | 
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| virtual uint32 | getWidth () const | 
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| virtual bool | isCompatible (RenderTarget *renderTarget, bool exactFormatMatch) const | 
|  | Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. 
 | 
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| bool | isDepthTexture (void) const | 
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| bool | isManual () const | 
|  | Manual DepthBuffers are cleared in RenderSystem's destructor. 
 | 
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| void | operator delete (void *ptr) | 
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| void | operator delete (void *ptr, const char *, int, const char *) | 
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| void | operator delete (void *ptr, void *) | 
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| void | operator delete[] (void *ptr) | 
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| void | operator delete[] (void *ptr, const char *, int, const char *) | 
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| void * | operator new (size_t sz) | 
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| void * | operator new (size_t sz, const char *file, int line, const char *func) | 
|  | operator new, with debug line info 
 | 
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| void * | operator new (size_t sz, void *ptr) | 
|  | placement operator new 
 | 
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| void * | operator new[] (size_t sz) | 
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| void * | operator new[] (size_t sz, const char *file, int line, const char *func) | 
|  | array operator new, with debug line info 
 | 
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◆ PoolId
| Enumerator | 
|---|
| POOL_NO_DEPTH |  | 
| POOL_MANUAL_USAGE |  | 
| POOL_DEFAULT |  | 
| POOL_NON_SHAREABLE |  | 
| POOL_INVALID |  | 
 
 
◆ MetalDepthBuffer()
      
        
          | Ogre::MetalDepthBuffer::MetalDepthBuffer | ( | uint16 | poolId, | 
        
          |  |  | MetalRenderSystem * | renderSystem, | 
        
          |  |  | uint32 | width, | 
        
          |  |  | uint32 | height, | 
        
          |  |  | uint32 | fsaa, | 
        
          |  |  | uint32 | multiSampleQuality, | 
        
          |  |  | PixelFormat | pixelFormat, | 
        
          |  |  | bool | isDepthTexture, | 
        
          |  |  | bool | _isManual, | 
        
          |  |  | id< MTLTexture > | depthTexture, | 
        
          |  |  | id< MTLTexture > | stencilTexture, | 
        
          |  |  | MetalDevice * | device | 
        
          |  | ) |  |  | 
      
 
 
◆ ~MetalDepthBuffer()
  
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          | virtual Ogre::MetalDepthBuffer::~MetalDepthBuffer | ( |  | ) |  |  | virtual | 
 
 
◆ _notifyRenderTargetAttached()
◆ _notifyRenderTargetDetached()
◆ _setPoolId()
  
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          | void Ogre::DepthBuffer::_setPoolId | ( | uint16 | poolId | ) |  |  | inherited | 
 
Sets the pool id in which this DepthBuffer lives. 
Note this will detach any render target from this depth buffer 
 
 
◆ copyTo()
Copies the contents of the DepthBuffer to the destination. 
Useful when you want to bind a DepthBuffer for sampling as a texture, but later resume rendering with this depth buffer (binding a DepthBuffer as a texture forces it to be decompressed and disables other optimization algorithms on a lot of Hardware. GCN Tahiti aka AMD Radeon R9 280 is no longer affected by this issue) 
- Parameters
- 
  
  
- Returns
- False if failed to copy for hardware reasons (DX10 does not allow copying MSAA depth buffer; DX10.1 does) 
 
 
◆ getBitDepth()
◆ getFormat()
◆ getFsaa()
◆ getFsaaHint()
◆ getHeight()
◆ getOwnerDevice()
◆ getPoolId()
◆ getWidth()
◆ isCompatible()
Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget.   
- Parameters
- 
  
    | renderTarget | The render target to test against |  | exactFormatMatch | True if looking for the exact format according to the RT's preferred format. False if the RT's preferred format should be ignored. |  
 
Reimplemented from Ogre::DepthBuffer.
 
 
◆ isDepthTexture()
  
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          | bool Ogre::DepthBuffer::isDepthTexture | ( | void |  | ) | const |  | inherited | 
 
 
◆ isManual()
  
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          | bool Ogre::DepthBuffer::isManual | ( |  | ) | const |  | inherited | 
 
Manual DepthBuffers are cleared in RenderSystem's destructor. 
Non-manual ones are released with it's render target (aka, a backbuffer or similar) 
 
 
◆ operator delete() [1/3]
◆ operator delete() [2/3]
◆ operator delete() [3/3]
◆ operator delete[]() [1/2]
◆ operator delete[]() [2/2]
◆ operator new() [1/3]
◆ operator new() [2/3]
operator new, with debug line info 
 
 
◆ operator new() [3/3]
◆ operator new[]() [1/2]
◆ operator new[]() [2/2]
array operator new, with debug line info 
 
 
◆ DefaultDepthBufferFormat
  
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          | PixelFormat Ogre::DepthBuffer::DefaultDepthBufferFormat |  | staticinherited | 
 
 
◆ mDepthAttachmentDesc
◆ mStencilAttachmentDesc
The documentation for this class was generated from the following file: