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Plasma Engine
2.0
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Creates fallback resources in case the high-level renderer did not map a resource to a descriptor slot. #TODO_VULKAN: Although the class has 'Vulkan' in the name, it could be made GAL agnostic by just returning the base class of the resource views and then it will work for any device type so it could be moved to RendererFoundation if needed for another GAL implementation. More...
#include <FallbackResourcesVulkan.h>
Static Public Member Functions | |
static const plGALTextureResourceViewVulkan * | GetFallbackTextureResourceView (plGALShaderResourceType::Enum descriptorType, plGALShaderTextureType::Enum textureType, bool bDepth) |
static const plGALBufferResourceViewVulkan * | GetFallbackBufferResourceView (plGALShaderResourceType::Enum descriptorType) |
static const plGALTextureUnorderedAccessViewVulkan * | GetFallbackTextureUnorderedAccessView (plGALShaderResourceType::Enum descriptorType, plGALShaderTextureType::Enum textureType) |
static const plGALBufferUnorderedAccessViewVulkan * | GetFallbackBufferUnorderedAccessView (plGALShaderResourceType::Enum descriptorType) |
Creates fallback resources in case the high-level renderer did not map a resource to a descriptor slot. #TODO_VULKAN: Although the class has 'Vulkan' in the name, it could be made GAL agnostic by just returning the base class of the resource views and then it will work for any device type so it could be moved to RendererFoundation if needed for another GAL implementation.
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Returns a fallback resource for the given shader resource type.
descriptorType | The shader resource descriptor for which a compatible fallback resource is requested. |
textureType | In case descriptorType is a texture, this specifies the texture type. |
bDepth | Whether the shader resource is using a depth sampler. |