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
impeller::ShaderType type
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.