Nebula
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#include <frameop.h>
Memory::ArenaAllocator<BIG_CHUNK>& Frame::FrameOp::BuildContext::allocator |
Util::Array<CoreGraphics::BarrierId>& Frame::FrameOp::BuildContext::barriers |
Util::Dictionary<CoreGraphics::BufferId, Util::Array<BufferDependency> >& Frame::FrameOp::BuildContext::buffers |
Util::Array<FrameOp::Compiled*>& Frame::FrameOp::BuildContext::compiledOps |
CoreGraphics::PassId Frame::FrameOp::BuildContext::currentPass |
Util::Array<CoreGraphics::EventId>& Frame::FrameOp::BuildContext::events |
uint Frame::FrameOp::BuildContext::subpass |
Util::Dictionary<CoreGraphics::TextureId, Util::Array<TextureDependency> >& Frame::FrameOp::BuildContext::textures |