OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::DescriptorSetSampler Struct Reference

Descriptor sets describe what samplers should be bound together in one place. More...

#include <OgreDescriptorSetSampler.h>

Public Member Functions

 DescriptorSetSampler ()
 
void checkValidity () const
 
bool operator!= (const DescriptorSetSampler &other) const
 
bool operator< (const DescriptorSetSampler &other) const
 

Public Attributes

uint16 mRefCount
 
void * mRsData
 
FastArray< const HlmsSamplerblock * > mSamplers
 Render-System specific data. More...
 
uint16 mShaderTypeSamplerCount [NumShaderTypes]
 

Detailed Description

Descriptor sets describe what samplers should be bound together in one place.

Must be created via HlmsManager. See DescriptorSetTexture.

Remarks
Do not create and destroy a set every frame. You should create it once, and reuse it until it is no longer necessary, then you should destroy it.

Constructor & Destructor Documentation

◆ DescriptorSetSampler()

Ogre::DescriptorSetSampler::DescriptorSetSampler ( )
inline

Member Function Documentation

◆ checkValidity()

void Ogre::DescriptorSetSampler::checkValidity ( ) const
inline

◆ operator!=()

bool Ogre::DescriptorSetSampler::operator!= ( const DescriptorSetSampler other) const
inline

◆ operator<()

bool Ogre::DescriptorSetSampler::operator< ( const DescriptorSetSampler other) const
inline

Member Data Documentation

◆ mRefCount

uint16 Ogre::DescriptorSetSampler::mRefCount

◆ mRsData

void* Ogre::DescriptorSetSampler::mRsData

◆ mSamplers

FastArray<const HlmsSamplerblock*> Ogre::DescriptorSetSampler::mSamplers

Render-System specific data.

Referenced by operator!=(), and operator<().

◆ mShaderTypeSamplerCount

uint16 Ogre::DescriptorSetSampler::mShaderTypeSamplerCount[NumShaderTypes]

Referenced by operator!=(), and operator<().


The documentation for this struct was generated from the following file: