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Version: 20 Mar 2024

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

TypeName
uint32_tversion
MLHandlehandle
MLHandlecolor_id
The handle (ID) of the texture array color surface for the virtual cameras. There is one texture layer per virtual camera.
MLHandledepth_id
The handle (ID) of the texture array depth surface for the virtual cameras. There is one texture layer per virtual camera.
MLRectfviewport
MLHandlewait_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_tnum_virtual_cameras
MLGraphicsVirtualCameraInfo[MLGraphicsVirtualCameraName_Count]virtual_cameras
MLTimepredicted_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

Deprecated since 1.6.0. Scheduled for removal.

API Level:

  • 27

Public Attributes Documentation

version

uint32_t version;

Struct API version.


handle

MLHandle handle;
TypeDescription
MLHandleInteger 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.

TypeDescription
MLHandleInteger 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.

TypeDescription
MLHandleInteger 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.

TypeDescription
MLHandleInteger 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;
TypeDescription
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.