Made the ScopedViewShifter fully inline

This commit is contained in:
Christoph Oelckers 2018-06-12 14:44:58 +02:00
commit f33ddd8cce
5 changed files with 58 additions and 64 deletions

View file

@ -0,0 +1,33 @@
#pragma once
#include <stdint.h>
#include "tflags.h"
// A render queue is what contains all render commands.
// On Vulkan there can be several of them so this interface is needed to allow for the needed parallelism.
// On OpenGL the render state is global so all this will do is to translate the system independent calls into OpenGL API calls.
enum class ColormaskBits
{
RED = 1,
GREEN = 2,
BLUE = 4,
ALPHA = 8
};
typedef TFlags<ColormaskBits, uint8_t> Colormask;
class IRenderQueue
{
Colormask mColorMask;
Colormask GetColorMask() const
{
return mColorMask;
}
void SetColorMask(Colormask mask) = 0;
};