#include "RenderPassDescriptor.h" CC_BACKEND_BEGIN RenderPassDescriptor& RenderPassDescriptor::operator=(const RenderPassDescriptor& descriptor) { clearDepthValue = descriptor.clearDepthValue; clearStencilValue = descriptor.clearStencilValue; clearColorValue = descriptor.clearColorValue; needColorAttachment = descriptor.needColorAttachment; depthTestEnabled = descriptor.depthTestEnabled; stencilTestEnabled = descriptor.stencilTestEnabled; needClearColor = descriptor.needClearColor; needClearDepth = descriptor.needClearDepth; needClearStencil = descriptor.needClearStencil; depthAttachmentTexture = descriptor.depthAttachmentTexture; stencilAttachmentTexture = descriptor.stencilAttachmentTexture; colorAttachmentsTexture[0] = descriptor.colorAttachmentsTexture[0]; return *this; } bool RenderPassDescriptor::operator==(const RenderPassDescriptor& descriptor) const { if( clearDepthValue == descriptor.clearDepthValue && clearStencilValue == descriptor.clearStencilValue && clearColorValue == descriptor.clearColorValue && needColorAttachment == descriptor.needColorAttachment && depthTestEnabled == descriptor.depthTestEnabled && stencilTestEnabled == descriptor.stencilTestEnabled && needClearColor == descriptor.needClearColor && needClearDepth == descriptor.needClearDepth && needClearStencil == descriptor.needClearStencil && depthAttachmentTexture == descriptor.depthAttachmentTexture && stencilAttachmentTexture == descriptor.stencilAttachmentTexture && colorAttachmentsTexture[0] == descriptor.colorAttachmentsTexture[0]) { return true; } else { return false; } } CC_BACKEND_END