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hub / github.com/NVIDIAGameWorks/Falcor / getRenderPassAndNamePair

Method getRenderPassAndNamePair

Source/Falcor/RenderGraph/RenderGraph.cpp:243–262  ·  view source on GitHub ↗

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241}
242
243RenderPass* RenderGraph::getRenderPassAndNamePair(
244 const bool input,
245 const std::string& fullname,
246 std::pair<std::string, std::string>& nameAndField
247) const
248{
249 nameAndField = parseFieldName(fullname);
250
251 RenderPass* pPass = getPass(nameAndField.first).get();
252 FALCOR_CHECK(pPass, "Can't find render pass '{}'.", nameAndField.first);
253
254 RenderPass::CompileData compileData;
255 compileData.defaultTexDims = mCompilerDeps.defaultResourceProps.dims;
256 compileData.defaultTexFormat = mCompilerDeps.defaultResourceProps.format;
257
258 if (nameAndField.second.size() && checkRenderPassIoExist(pPass, nameAndField.second, input, compileData) == false)
259 FALCOR_THROW("Can't find field named '{}' in render pass '{}'.", nameAndField.second, nameAndField.first);
260
261 return pPass;
262}
263
264static bool checkMatchingEdgeTypes(const std::string& srcField, const std::string& dstField)
265{

Callers

nothing calls this directly

Calls 4

parseFieldNameFunction · 0.85
checkRenderPassIoExistFunction · 0.85
getMethod · 0.45
sizeMethod · 0.45

Tested by

no test coverage detected