3#include <RendererCore/Pipeline/RenderPipelinePass.h>
4#include <RendererCore/Shader/ShaderResource.h>
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
Definition MsaaUpscalePass.h:7
Definition RenderPipelinePass.h:26
virtual void Execute(const plRenderViewContext &renderViewContext, const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs)=0
Render into outputs. Both inputs and outputs are passed in with actual texture handles....
virtual bool GetRenderTargetDescriptions(const plView &view, const plArrayPtr< plGALTextureCreationDescription *const > inputs, plArrayPtr< plGALTextureCreationDescription > outputs)=0
For a given input pin configuration, provide the output configuration of this node....
Interface for binary in (read) streams.
Definition Stream.h:22
Interface for binary out (write) streams.
Definition Stream.h:107
Encapsulates a view on the given world through the given camera and rendered with the specified Rende...
Definition View.h:21
A custom enum implementation that allows to define the underlying storage type to control its memory ...
Definition Enum.h:37
Definition RenderPipelineNode.h:51
Definition Declarations.h:51
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54