GxVertexFormat class
Vertex layout description of the GX backend (aliased as RHI::VertexFormat).
Records the set of vertex attributes (component count, type, stride, offset and source buffer) the way the OpenGL backend does, so the pipeline's attribute setup code compiles unchanged. The GX draw dispatch synthesizes sprite corners from the per-draw uniform block and feeds general vertex data through the CPU write-gather FIFO with its own layout, so the recorded layout is currently informational - Define() and Reset() have nothing to apply.
Public types
- class Attribute
- A single vertex attribute within a vertex format.
Public static variables
-
static std::
uint32_t MaxAttributes constexpr - The maximum number of vertex attributes.
Constructors, destructors, conversion operators
Public functions
-
auto GetAttributeCount() const -> std::
uint32_t - auto GetIbo() const -> const GxBuffer*
- void SetIbo(const GxBuffer* ibo)
- void Define()
- Applies the vertex format (no-op for the GX backend).
- void Reset()
- Disables all attributes and clears the index buffer.
-
auto CalculateFingerprint() const -> std::
uint64_t -
auto operator[](std::
uint32_t index) -> Attribute& -
auto operator[](std::
uint32_t index) const -> const Attribute& - auto operator==(const GxVertexFormat& other) const -> bool
- auto operator!=(const GxVertexFormat& other) const -> bool