23 void Start()
override;
32 const std::string& label =
"Offscreen",
35 std::optional<RenderTarget::AttachmentConfig> stencil_attachment_config =
37 const std::shared_ptr<Texture>& existing_color_texture =
nullptr,
38 const std::shared_ptr<Texture>& existing_depth_stencil_texture =
45 const std::string& label =
"Offscreen MSAA",
48 std::optional<RenderTarget::AttachmentConfig> stencil_attachment_config =
50 const std::shared_ptr<Texture>& existing_color_msaa_texture =
nullptr,
51 const std::shared_ptr<Texture>& existing_color_resolve_texture =
nullptr,
52 const std::shared_ptr<Texture>& existing_depth_stencil_texture =
59 struct RenderTargetData {
65 std::vector<RenderTargetData> render_target_data_;
75 return render_target_data_.begin();
80 return render_target_data_.end();
To do anything rendering related with Impeller, you need a context.
RenderTarget CreateOffscreen(const Context &context, ISize size, int mip_count, const std::string &label="Offscreen", RenderTarget::AttachmentConfig color_attachment_config=RenderTarget::kDefaultColorAttachmentConfig, std::optional< RenderTarget::AttachmentConfig > stencil_attachment_config=RenderTarget::kDefaultStencilAttachmentConfig, const std::shared_ptr< Texture > &existing_color_texture=nullptr, const std::shared_ptr< Texture > &existing_depth_stencil_texture=nullptr) override
RenderTarget CreateOffscreenMSAA(const Context &context, ISize size, int mip_count, const std::string &label="Offscreen MSAA", RenderTarget::AttachmentConfigMSAA color_attachment_config=RenderTarget::kDefaultColorAttachmentConfigMSAA, std::optional< RenderTarget::AttachmentConfig > stencil_attachment_config=RenderTarget::kDefaultStencilAttachmentConfig, const std::shared_ptr< Texture > &existing_color_msaa_texture=nullptr, const std::shared_ptr< Texture > &existing_color_resolve_texture=nullptr, const std::shared_ptr< Texture > &existing_depth_stencil_texture=nullptr) override