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title | date | weight |
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Resources | 2021-01-25T14:31:59-08:00 | 3 |
MoonWorks provides eight different kinds of graphics resources that you use to construct your renderer.
Buffer
holds generic data, like vertex information for example. The way this data is interpreted is determined by the pipeline.
Texture
holds image data in a specified format.
Sampler
tells a shader how it should sample texture data.
GraphicsPipeline
sets up the graphics device to do rendering work.
RenderTarget
is a structure that can be rendered to.
Framebuffer
is essentially a collection of RenderTarget
s.
RenderPass
is a structure that tells the GraphicsPipeline
how it should use a Framebuffer
.
ComputePipeline
sets up the graphics device to do computational work using compute shaders.
This is all pretty abstract. Let's get into some more detail.