RHI namespace
Render Hardware Interface — compile-time-selectable graphics backend abstraction.
Exactly one backend is compiled into a binary, selected by a WITH_RHI_* macro (the OpenGL family is the default). The render pipeline refers only to the backend-neutral aliases declared here (e.g. nCine::RHI::Device, nCine::
Namespaces
- namespace GL
- OpenGL 3.3 core, OpenGL|ES 3.0/2.0 and WebGL 2.0 backend, selected by
WITH_RHI_GL. - namespace Software
- CPU software rasterizer backend, selected by
WITH_RHI_SOFTWARE. - namespace D3D11
- Direct3D 11 backend, selected by
WITH_RHI_D3D11. - namespace Vulkan
- Vulkan backend, selected by
WITH_RHI_VULKAN.
Classes
- struct BufferRange
- Locates a sub-range within a buffer object, together with its mapped memory.
Typedefs
-
using Device = RHI::
GL:: GLDevice -
using Texture = RHI::
GL:: GLTexture -
using Buffer = RHI::
GL:: GLBufferObject -
using Shader = RHI::
GL:: GLShader -
using ShaderProgram = RHI::
GL:: GLShaderProgram -
using ShaderUniforms = RHI::
GL:: GLShaderUniforms -
using ShaderUniformBlocks = RHI::
GL:: GLShaderUniformBlocks -
using Uniform = RHI::
GL:: GLUniform -
using UniformBlock = RHI::
GL:: GLUniformBlock -
using UniformCache = RHI::
GL:: GLUniformCache -
using UniformBlockCache = RHI::
GL:: GLUniformBlockCache -
using Attribute = RHI::
GL:: GLAttribute -
using Framebuffer = RHI::
GL:: GLFramebuffer -
using Renderbuffer = RHI::
GL:: GLRenderbuffer -
using RenderTarget = RHI::
GL:: GLRenderTarget -
using VertexArray = RHI::
GL:: GLVertexArrayObject -
using VertexFormat = RHI::
GL:: GLVertexFormat -
using Debug = RHI::
GL:: GLDebug
Typedef documentation
using nCine:: RHI:: Device = RHI:: GL:: GLDevice
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Texture = RHI:: GL:: GLTexture
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Buffer = RHI:: GL:: GLBufferObject
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Shader = RHI:: GL:: GLShader
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: ShaderProgram = RHI:: GL:: GLShaderProgram
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: ShaderUniforms = RHI:: GL:: GLShaderUniforms
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: ShaderUniformBlocks = RHI:: GL:: GLShaderUniformBlocks
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Uniform = RHI:: GL:: GLUniform
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: UniformBlock = RHI:: GL:: GLUniformBlock
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: UniformCache = RHI:: GL:: GLUniformCache
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: UniformBlockCache = RHI:: GL:: GLUniformBlockCache
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Attribute = RHI:: GL:: GLAttribute
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Framebuffer = RHI:: GL:: GLFramebuffer
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Renderbuffer = RHI:: GL:: GLRenderbuffer
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: RenderTarget = RHI:: GL:: GLRenderTarget
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: VertexArray = RHI:: GL:: GLVertexArrayObject
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: VertexFormat = RHI:: GL:: GLVertexFormat
#include <nCine/Graphics/RHI/RhiFwd.h>
using nCine:: RHI:: Debug = RHI:: GL:: GLDebug
#include <nCine/Graphics/RHI/RhiFwd.h>