Files
MapLibreParticleLab/include/mbgl/vulkan/render_pass.hpp
Vladyslav Odobesku aa90185d42 feat(android): Vulkan graphics backend support for Android custom layers (#4348)
Co-authored-by: Vladyslav Odobesku <VladyslavOdobesku@intellias.com>
Co-authored-by: Claude Opus 4 <noreply@anthropic.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2026-06-26 18:53:00 +02:00

39 lines
877 B
C++

#pragma once
#include <mbgl/gfx/render_pass.hpp>
#include <memory>
#include <optional>
namespace mbgl {
namespace vulkan {
class BufferResource;
class CommandEncoder;
class Context;
class RenderPass final : public gfx::RenderPass {
public:
RenderPass(CommandEncoder&, const char* name, const gfx::RenderPassDescriptor&);
~RenderPass() override;
vulkan::CommandEncoder& getEncoder() { return commandEncoder; }
const gfx::RenderPassDescriptor& getDescriptor() const { return descriptor; }
void endEncoding();
void clearStencil(uint32_t value = 0) const;
void addDebugSignpost(const char* name) override;
private:
void pushDebugGroup(const char* name) override;
void popDebugGroup() override;
private:
gfx::RenderPassDescriptor descriptor;
vulkan::CommandEncoder& commandEncoder;
};
} // namespace vulkan
} // namespace mbgl