OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::CompositorPassDef Class Reference

Interface to abstract all types of pass definitions (see CompositorPassType): More...

#include <OgreCompositorPassDef.h>

+ Inheritance diagram for Ogre::CompositorPassDef:

Classes

struct  UavDependency
 
struct  ViewportRect
 

Public Types

typedef vector< UavDependency >::type UavDependencyVec
 

Public Member Functions

 CompositorPassDef (CompositorPassType passType, CompositorTargetDef *parentTargetDef)
 
virtual ~CompositorPassDef ()
 
const CompositorTargetDefgetParentTargetDef () const
 
uint32 getRtIndex () const
 
CompositorPassType getType () const
 
void setAllClearColours (const ColourValue &clearValue)
 
void setAllLoadActions (LoadAction::LoadAction loadAction)
 
void setAllStoreActions (StoreAction::StoreAction storeAction)
 

Public Attributes

ColourValue mClearColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
 
float mClearDepth
 
uint32 mClearStencil
 
bool mColourWrite
 When false will not really bind the RenderTarget for rendering and use a null colour buffer instead. More...
 
uint8 mExecutionMask
 
IdStringVec mExposedTextures
 
bool mFlushCommandBuffers
 Whether to flush the command buffer at the end of the pass. More...
 
uint32 mIdentifier
 Custom value in case there's a listener attached (to identify the pass) More...
 
bool mIncludeOverlays
 TODO: Refactor OgreOverlay to remove this design atrocity. More...
 
LoadAction::LoadAction mLoadActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
 
LoadAction::LoadAction mLoadActionDepth
 
LoadAction::LoadAction mLoadActionStencil
 
uint32 mNumInitialPasses
 Number of times to perform the pass before stopping. -1 to never stop. More...
 
uint32 mNumViewports
 
String mProfilingId
 
bool mReadOnlyDepth
 
bool mReadOnlyStencil
 
bool mShadowMapFullViewport
 Only used if mShadowMapIdx is valid (if pass is owned by Shadow Nodes). More...
 
uint32 mShadowMapIdx
 Shadow map index it belongs to (only filled in passes owned by Shadow Nodes) More...
 
bool mSkipLoadStoreSemantics
 Ignore mLoadAction*‍/mStoreAction*. More...
 
StoreAction::StoreAction mStoreActionColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
 
StoreAction::StoreAction mStoreActionDepth
 
StoreAction::StoreAction mStoreActionStencil
 
UavDependencyVec mUavDependencies
 
uint8 mViewportModifierMask
 
ViewportRect mVpRect [16]
 Viewport's region to draw. More...
 
bool mWarnIfRtvWasFlushed
 Will issue a warning (by raising an exception) if Ogre is forced to flush the RenderTarget, which is very bad for performance on mobile, and can cause serious performance problems in Desktop if using MSAA, and also cause correctness problems (i.e. More...
 

Detailed Description

Interface to abstract all types of pass definitions (see CompositorPassType):

This class doesn't do much on its own. See the derived types for more information A definition is shared by all pass instantiations (i.e. Five CompositorPassScene can share the same CompositorPassSceneDef) and are assumed to remain const throughout their lifetime.

Modifying a definition while there are active instantiations is undefined. Some implementations may see the change (eg. changing CompositorPassSceneDef::mFirstRQ) immediately while not see others (eg. changing CompositorPassSceneDef::mCameraName) Also crashes could happen depending on the changes being made.

Member Typedef Documentation

◆ UavDependencyVec

Constructor & Destructor Documentation

◆ CompositorPassDef()

Ogre::CompositorPassDef::CompositorPassDef ( CompositorPassType  passType,
CompositorTargetDef parentTargetDef 
)
inline

◆ ~CompositorPassDef()

virtual Ogre::CompositorPassDef::~CompositorPassDef ( )
virtual

Member Function Documentation

◆ getParentTargetDef()

const CompositorTargetDef* Ogre::CompositorPassDef::getParentTargetDef ( ) const

◆ getRtIndex()

uint32 Ogre::CompositorPassDef::getRtIndex ( ) const

◆ getType()

CompositorPassType Ogre::CompositorPassDef::getType ( ) const
inline

◆ setAllClearColours()

void Ogre::CompositorPassDef::setAllClearColours ( const ColourValue clearValue)

◆ setAllLoadActions()

void Ogre::CompositorPassDef::setAllLoadActions ( LoadAction::LoadAction  loadAction)

◆ setAllStoreActions()

void Ogre::CompositorPassDef::setAllStoreActions ( StoreAction::StoreAction  storeAction)

Member Data Documentation

◆ mClearColour

ColourValue Ogre::CompositorPassDef::mClearColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]

◆ mClearDepth

float Ogre::CompositorPassDef::mClearDepth

◆ mClearStencil

uint32 Ogre::CompositorPassDef::mClearStencil

◆ mColourWrite

bool Ogre::CompositorPassDef::mColourWrite

When false will not really bind the RenderTarget for rendering and use a null colour buffer instead.

Useful for depth prepass, or if the RTT is actually an UAV. Some passes may ignore this setting (e.g. Clear passes)

◆ mExecutionMask

uint8 Ogre::CompositorPassDef::mExecutionMask

◆ mExposedTextures

IdStringVec Ogre::CompositorPassDef::mExposedTextures

◆ mFlushCommandBuffers

bool Ogre::CompositorPassDef::mFlushCommandBuffers

Whether to flush the command buffer at the end of the pass.

This can incur in a performance overhead (see OpenGL's glFlush and D3D11' ID3D11DeviceContext::Flush) for info. Usually you want to leave this off. However for VR applications that must meet VSync, profiling may show your workload benefits from submitting earlier so the GPU can start right away executing rendering commands.

The main reason to use this is in CPU-bound scenarios where the GPU starts too late after sitting idle.

◆ mIdentifier

uint32 Ogre::CompositorPassDef::mIdentifier

Custom value in case there's a listener attached (to identify the pass)

◆ mIncludeOverlays

bool Ogre::CompositorPassDef::mIncludeOverlays

TODO: Refactor OgreOverlay to remove this design atrocity.

A custom overlay pass is a better alternative (or just use their own RQ)

◆ mLoadActionColour

LoadAction::LoadAction Ogre::CompositorPassDef::mLoadActionColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]

◆ mLoadActionDepth

LoadAction::LoadAction Ogre::CompositorPassDef::mLoadActionDepth

◆ mLoadActionStencil

LoadAction::LoadAction Ogre::CompositorPassDef::mLoadActionStencil

◆ mNumInitialPasses

uint32 Ogre::CompositorPassDef::mNumInitialPasses

Number of times to perform the pass before stopping. -1 to never stop.

◆ mNumViewports

uint32 Ogre::CompositorPassDef::mNumViewports

◆ mProfilingId

String Ogre::CompositorPassDef::mProfilingId

◆ mReadOnlyDepth

bool Ogre::CompositorPassDef::mReadOnlyDepth

◆ mReadOnlyStencil

bool Ogre::CompositorPassDef::mReadOnlyStencil

◆ mShadowMapFullViewport

bool Ogre::CompositorPassDef::mShadowMapFullViewport

Only used if mShadowMapIdx is valid (if pass is owned by Shadow Nodes).

If true, we won't force the viewport to fit the region of the UV atlas on the texture, and respect mVp* settings instead.

◆ mShadowMapIdx

uint32 Ogre::CompositorPassDef::mShadowMapIdx

Shadow map index it belongs to (only filled in passes owned by Shadow Nodes)

◆ mSkipLoadStoreSemantics

bool Ogre::CompositorPassDef::mSkipLoadStoreSemantics

Ignore mLoadAction*‍/mStoreAction*.

Useful when doing multiple passes and you want to continue using the same pass semantics opened by a previous pass

Be careful with this setting. It can silently break a lot of stuff

Only valid for PASS_QUAD and PASS_SCENE

◆ mStoreActionColour

StoreAction::StoreAction Ogre::CompositorPassDef::mStoreActionColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]

◆ mStoreActionDepth

StoreAction::StoreAction Ogre::CompositorPassDef::mStoreActionDepth

◆ mStoreActionStencil

StoreAction::StoreAction Ogre::CompositorPassDef::mStoreActionStencil

◆ mUavDependencies

UavDependencyVec Ogre::CompositorPassDef::mUavDependencies

◆ mViewportModifierMask

uint8 Ogre::CompositorPassDef::mViewportModifierMask

◆ mVpRect

ViewportRect Ogre::CompositorPassDef::mVpRect[16]

Viewport's region to draw.

◆ mWarnIfRtvWasFlushed

bool Ogre::CompositorPassDef::mWarnIfRtvWasFlushed

Will issue a warning (by raising an exception) if Ogre is forced to flush the RenderTarget, which is very bad for performance on mobile, and can cause serious performance problems in Desktop if using MSAA, and also cause correctness problems (i.e.

bad rendering) if store action is StoreAction::Resolve.

Remarks
Flushes are caused by splitting rendering to the same RenderTarget in multiple passes while rendering to a different RenderTarget in the middle. It's not always possible to avoid it, but if so, consider doing it.
No warning will be issued if the RenderTargets getting flushed have their LoadAction set to LoadAction::Clear (or LoadAction::ClearOnTilers on tilers).

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