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Code/Engine/Core/GameApplication/WindowOutputTargetBase.h
43 строки
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Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
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#pragma once #include <Core/CoreDLL.h> class ezImage; /// \brief Result of polling an asynchronous capture operation. struct ezCaptureImageResult { using StorageType = ezUInt8; enum Enum { Ready, ///< The capture has finished and the image is available. Pending, ///< The capture is still in progress, poll again next frame. NotStarted, ///< No capture operation is in progress. Default = NotStarted }; }; /// \brief Base class for window output targets /// /// A window output target is usually tied tightly to a window (\sa ezWindowBase) and represents the /// graphics APIs side of the render output. /// E.g. in a DirectX implementation this would be a swapchain. /// /// This interface provides the high level functionality that is needed by ezGameApplication to work with /// the render output. class EZ_CORE_DLL ezWindowOutputTargetBase { public: virtual ~ezWindowOutputTargetBase() = default; virtual void AcquireImage() = 0; virtual void PresentImage(bool bEnableVSync) = 0; /// Starts an asynchronous capture of the current back buffer. /// Returns EZ_FAILURE if a capture is already in flight or if the operation cannot be started. virtual ezResult StartCaptureImage() = 0; /// Polls the state of a pending capture. Returns Ready once the image data /// has been copied into out_image. virtual ezEnum<ezCaptureImageResult> WaitCaptureImage(ezImage& out_image) = 0; };