Render pass implementation in Direct3D11 backend. More...
#include <RenderPassD3D11Impl.hpp>
Additional Inherited Members | |
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RenderPassBase (IReferenceCounters *pRefCounters, RenderDeviceImplType *pDevice, const RenderPassDesc &Desc, bool bIsDeviceInternal=false) | |
RenderPassBase (IReferenceCounters *pRefCounters, RenderDeviceImplType *pDevice, const RenderPassDesc &Desc, bool bIsDeviceInternal=false) | |
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DeviceObjectBase (IReferenceCounters *pRefCounters, RenderDeviceImplType *pDevice, const ObjectDescType &ObjDesc, bool bIsDeviceInternal=false) | |
virtual Int32 DILIGENT_CALL_TYPE | GetUniqueID () const override final |
Returns unique identifier. | |
virtual void DILIGENT_CALL_TYPE | SetUserData (IObject *pUserData) override final |
Implementation of IDeviceObject::SetUserData. | |
virtual IObject *DILIGENT_CALL_TYPE | GetUserData () const override final |
Implementation of IDeviceObject::GetUserData. | |
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RenderDeviceImplType *const | m_pDevice |
Pointer to the device. | |
ObjectDescType | m_Desc |
Object description. | |
Render pass implementation in Direct3D11 backend.