neoGFX
Cross-platform C++ app/game engine
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mesh_render_cache.hpp File Reference

Go to the source code of this file.

Classes

struct  neogfx::game::mesh_render_cache
 
struct  neogfx::game::mesh_render_cache::meta
 

Namespaces

namespace  neogfx
 
namespace  neogfx::game
 

Enumerations

enum class  neogfx::game::cache_state : uint32_t { neogfx::game::Invalid = 0x00000000 , neogfx::game::Dirty = 0x00000001 , neogfx::game::Clean = 0x00000002 }
 

Functions

bool neogfx::game::is_render_cache_valid_no_lock (component< game::mesh_render_cache > const &aCache, entity_id aEntity)
 
bool neogfx::game::is_render_cache_dirty_no_lock (component< game::mesh_render_cache > const &aCache, entity_id aEntity)
 
bool neogfx::game::is_render_cache_clean_no_lock (component< game::mesh_render_cache > const &aCache, entity_id aEntity)
 
void neogfx::game::set_render_cache_invalid_no_lock (component< game::mesh_render_cache > &aCache, entity_id aEntity)
 
void neogfx::game::set_render_cache_dirty_no_lock (component< game::mesh_render_cache > &aCache, entity_id aEntity)
 
void neogfx::game::set_render_cache_clean_no_lock (component< game::mesh_render_cache > &aCache, entity_id aEntity)
 
bool neogfx::game::is_render_cache_valid_no_lock (i_ecs const &aEcs, entity_id aEntity)
 
bool neogfx::game::is_render_cache_dirty_no_lock (i_ecs const &aEcs, entity_id aEntity)
 
bool neogfx::game::is_render_cache_clean_no_lock (i_ecs const &aEcs, entity_id aEntity)
 
void neogfx::game::set_render_cache_invalid_no_lock (i_ecs &aEcs, entity_id aEntity)
 
void neogfx::game::set_render_cache_dirty_no_lock (i_ecs &aEcs, entity_id aEntity)
 
void neogfx::game::set_render_cache_clean_no_lock (i_ecs &aEcs, entity_id aEntity)
 
bool neogfx::game::is_render_cache_valid (component< game::mesh_render_cache > const &aCache, entity_id aEntity)
 
bool neogfx::game::is_render_cache_dirty (component< game::mesh_render_cache > const &aCache, entity_id aEntity)
 
bool neogfx::game::is_render_cache_clean (component< game::mesh_render_cache > const &aCache, entity_id aEntity)
 
void neogfx::game::set_render_cache_invalid (component< game::mesh_render_cache > &aCache, entity_id aEntity)
 
void neogfx::game::set_render_cache_dirty (component< game::mesh_render_cache > &aCache, entity_id aEntity)
 
void neogfx::game::set_render_cache_clean (component< game::mesh_render_cache > &aCache, entity_id aEntity)
 
bool neogfx::game::is_render_cache_valid (i_ecs const &aEcs, entity_id aEntity)
 
bool neogfx::game::is_render_cache_dirty (i_ecs const &aEcs, entity_id aEntity)
 
bool neogfx::game::is_render_cache_clean (i_ecs const &aEcs, entity_id aEntity)
 
void neogfx::game::set_render_cache_invalid (i_ecs &aEcs, entity_id aEntity)
 
void neogfx::game::set_render_cache_dirty (i_ecs &aEcs, entity_id aEntity)
 
void neogfx::game::set_render_cache_clean (i_ecs &aEcs, entity_id aEntity)