nCine::RHI::Software::SwVertexFormat class

Vertex layout description of the software 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 software effects that reproduce the sprite/tile shaders synthesize their corners from the draw index and read per-draw data from uniforms, 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

SwVertexFormat()

Public functions

auto GetAttributeCount() const -> std::uint32_t
auto GetIbo() const -> const SwBuffer*
void SetIbo(const SwBuffer* ibo)
void Define()
Applies the vertex format (no-op for the software 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 SwVertexFormat& other) const -> bool
auto operator!=(const SwVertexFormat& other) const -> bool