SDL3PostProcessPipeline Class
Definition
Namespace: Brine2D.Rendering.SDL.PostProcessing
SDL3-specific implementation of the post-processing pipeline. Handles GPU texture ping-ponging and command buffer management.
C#
public class SDL3PostProcessPipeline : Brine2D.Rendering.PostProcessing.PostProcessPipeline, System.IDisposable
Inheritance System.Object → PostProcessPipeline → SDL3PostProcessPipeline
Implements System.IDisposable
| Methods | |
|---|---|
| AddEffectFactory\(Func<IPostProcessEffect>\) | Register an effect factory that will be called when the pipeline is first used. This allows effects to be created after the GPU device is initialized. |
| Clear() | Clear all effects from the pipeline. |
| RemoveEffect\(IPostProcessEffect\) | Remove a post-processing effect from the pipeline. |
| SetEffectDimensions\(int, int\) | Propagate new dimensions to all SDL3 post-process effects, except LetterboxEffect \(which tracks the live swapchain size instead, via [SetSwapchainDimensions\(int, int\)](SetSwapchainDimensions(int,int).md 'Brine2D.Rendering.SDL.PostProcessing.SDL3PostProcessPipeline.SetSwapchainDimensions\(int, int\)')). Call this when render targets are recreated \(e\.g\. on window resize\). If effects haven't been initialized yet, dimensions are deferred until first Execute. |
| SetSwapchainDimensions\(int, int\) | Propagate the live swapchain \(window\) size to any registered LetterboxEffect. Unlike SetEffectDimensions\(int, int\), this does not affect other effects and is safe to call every frame or on every resize even when the main/ping-pong render targets stay at a fixed design resolution. |