20 void InsertPipelineChangeCommand(
22 const std::vector<uint8_t>& vertexShaderArgs,
23 const std::vector<uint8_t>& fragShaderArgs,
25 void InsertRenderTargetCommand(intptr_t renderTarget,
bool preserveTexture);
26 void InsertSpriteDrawCommand(DrawMode drawMode,
31 void InsertCompiledGeometryDrawCommand(
MatrixState&& matrixState,
35 void HandleDrawCommand(
int indexOffset,
39 void FixRenderNodeOrder();
41 std::vector<Vertex> m_VertexBuffer;
42 std::vector<uint32_t> m_IndexBuffer;
43 std::vector<MatrixState> m_MatrixStateBuffer;
44 std::vector<RenderNode> m_RenderNodes;
45 std::stack<PipelineSettings> m_PipelineStack;
46 std::vector<uint8_t> m_ShaderScratchBuffer;
48 std::optional<size_t> m_SwapchainNodeIndex;
49 size_t m_CurrentNodeIndex = 0;
51 std::optional<PipelineSettings> m_CurrentPipeline = std::nullopt;