5#ifndef FLUTTER_IMPELLER_ENTITY_CONTENTS_TEST_RECORDING_RENDER_PASS_H_
6#define FLUTTER_IMPELLER_ENTITY_CONTENTS_TEST_RECORDING_RENDER_PASS_H_
15 const std::shared_ptr<const Context>& context,
20 const std::vector<Command>&
GetCommands()
const override {
return commands_; }
58 std::shared_ptr<const Texture>
texture,
65 std::unique_ptr<ShaderMetadata> metadata,
72 std::unique_ptr<ShaderMetadata> metadata,
73 std::shared_ptr<const Texture>
texture,
77 void OnSetLabel(std::string_view label)
override;
82 bool IsValid()
const override {
return true; }
86 std::shared_ptr<RenderPass> delegate_;
87 std::vector<Command> commands_;
To do anything rendering related with Impeller, you need a context.
Render passes encode render commands directed as one specific render target into an underlying comman...
void SetBaseVertex(uint64_t value) override
~RecordingRenderPass()=default
fml::Status Draw() override
Record the currently pending command.
void SetCommandLabel(std::string_view label) override
The debugging label to use for the command.
bool BindDynamicResource(ShaderStage stage, DescriptorType type, const ShaderUniformSlot &slot, std::unique_ptr< ShaderMetadata > metadata, BufferView view) override
Bind with dynamically generated shader metadata.
void SetScissor(IRect32 scissor) override
void SetViewport(Viewport viewport) override
void SetInstanceCount(size_t count) override
bool BindResource(ShaderStage stage, DescriptorType type, const ShaderUniformSlot &slot, const ShaderMetadata *metadata, BufferView view) override
bool SetVertexBuffer(VertexBuffer buffer) override
Specify the vertex and index buffer to use for this command.
bool OnEncodeCommands(const Context &context) const override
void OnSetLabel(std::string_view label) override
void SetStencilReference(uint32_t value) override
void SetPipeline(PipelineRef pipeline) override
The pipeline to use for this command.
const std::vector< Command > & GetCommands() const override
Accessor for the current Commands.
bool IsValid() const override
An object used to specify work to the GPU along with references to resources the GPU will used when d...
Metadata required to bind a combined texture and sampler.