MLGraphicsFrameInfo
Module: Graphics
Information about the current render frame populated by MLGraphicsBeginFrameEx(). This struct must be populated by calling MLGraphicsFrameInfoInit() before being used in a call to MLGraphicsBeginFrameEx(). More...
#include <ml_graphics.h>
Public Attributes
Type | Name |
---|---|
uint32_t | version |
MLHandle | handle |
MLHandle | color_id The handle (ID) of the texture array color surface for the virtual cameras. There is one texture layer per virtual camera. |
MLHandle | depth_id The handle (ID) of the texture array depth surface for the virtual cameras. There is one texture layer per virtual camera. |
MLRectf | viewport |
MLHandle | wait_sync_object A handle to a synchronization object that must be cast to VkSemaphore and used during queue submission of a Vulkan app. GL apps can ignore this member. |
uint32_t | num_virtual_cameras |
MLGraphicsVirtualCameraInfo[MLGraphicsVirtualCameraName_Count] | virtual_cameras |
MLTime | predicted_display_time |
Detailed Description
struct MLGraphicsFrameInfo;
Information about the current render frame populated by MLGraphicsBeginFrameEx(). This struct must be populated by calling MLGraphicsFrameInfoInit() before being used in a call to MLGraphicsBeginFrameEx().
Deprecated since 1.6.0. Scheduled for removal.
API Level:
- 27
Public Attributes Documentation
version
uint32_t version;
Struct API version.
handle
MLHandle handle;
Type | Description |
---|---|
MLHandle | Integer handle type used to reference many things returned by the API, instead of returning pointers directly. Use MLHandleIsValid() to check if a handle is valid or not. |
A reference handle for this frame to be provided at end of frame.
color_id
MLHandle color_id;
The handle (ID) of the texture array color surface for the virtual cameras. There is one texture layer per virtual camera.
Type | Description |
---|---|
MLHandle | Integer handle type used to reference many things returned by the API, instead of returning pointers directly. Use MLHandleIsValid() to check if a handle is valid or not. |
depth_id
MLHandle depth_id;
The handle (ID) of the texture array depth surface for the virtual cameras. There is one texture layer per virtual camera.
Type | Description |
---|---|
MLHandle | Integer handle type used to reference many things returned by the API, instead of returning pointers directly. Use MLHandleIsValid() to check if a handle is valid or not. |
viewport
MLRectf viewport;
The common viewport definition for all virtual cameras.
wait_sync_object
MLHandle wait_sync_object;
A handle to a synchronization object that must be cast to VkSemaphore and used during queue submission of a Vulkan app. GL apps can ignore this member.
Type | Description |
---|---|
MLHandle | Integer handle type used to reference many things returned by the API, instead of returning pointers directly. Use MLHandleIsValid() to check if a handle is valid or not. |
num_virtual_cameras
uint32_t num_virtual_cameras;
The number of virtual cameras for the frame, each virtual camera is a layer.
virtual_cameras
MLGraphicsVirtualCameraInfo[MLGraphicsVirtualCameraName_Count] virtual_cameras;
Type | Description |
---|---|
MLGraphicsVirtualCameraInfo[MLGraphicsVirtualCameraName_Count] | The per virtual camera information as defined in #MLGraphicsVirtualCameraInfoArray. [MLGraphicsVirtualCameraName_Count] |
The array of virtual cameras to render to for the frame.
predicted_display_time
MLTime predicted_display_time;
Predicted time when the frame will be displayed.