14 : context_(
std::move(context)) {}
18bool CommandBuffer::SubmitCommands(
const CompletionCallback&
callback) {
29bool CommandBuffer::SubmitCommands() {
30 return SubmitCommands(
nullptr);
40 if (pass && pass->IsValid()) {
41 pass->SetLabel(
"RenderPass");
49 if (pass && pass->IsValid()) {
50 pass->SetLabel(
"BlitPass");
61 if (pass && pass->IsValid()) {
62 pass->SetLabel(
"ComputePass");
std::shared_ptr< BlitPass > CreateBlitPass()
Create a blit pass to record blit commands into.
std::shared_ptr< ComputePass > CreateComputePass()
Create a compute pass to record compute commands into.
CommandBuffer(std::weak_ptr< const Context > context)
virtual std::shared_ptr< BlitPass > OnCreateBlitPass()=0
virtual bool IsValid() const =0
virtual std::shared_ptr< ComputePass > OnCreateComputePass()=0
virtual bool OnSubmitCommands(CompletionCallback callback)=0
std::shared_ptr< RenderPass > CreateRenderPass(const RenderTarget &render_target)
Create a render pass to record render commands into.
virtual void OnWaitUntilScheduled()=0
void WaitUntilScheduled()
Force execution of pending GPU commands.
virtual std::shared_ptr< RenderPass > OnCreateRenderPass(RenderTarget render_target)=0
FlKeyEvent uint64_t FlKeyResponderAsyncCallback callback