Property | Type | Description | |
---|---|---|---|
Game | Game |
Property | Type | Description | |
---|---|---|---|
Initialize | void | ||
NotifyViewportChanges | void | ||
Present | void |
Method | Description | |
---|---|---|
ApplyGpuState ( ) : void |
Applies all GPU states before draw, dispatch or clear. Method assumes that deviceContext is already locked.
|
|
Clear ( |
Clear depth stencil surface
|
|
Clear ( |
Clears render target using given color
|
|
Clear ( StructuredBuffer buffer, Int4 values ) : void |
Fills structured buffer with given values
|
|
ClearBackbuffer ( Color4 color, float depth = 1, byte stencil ) : void |
|
|
Dispatch ( int threadGroupCountX, int threadGroupCountY = 1, int threadGroupCountZ = 1 ) : void |
|
|
Draw ( int vertexCount, int firstIndex ) : void |
Draws primitives.
|
|
DrawAuto ( ) : void |
|
|
DrawIndexed ( int indexCount, int firstIndex, int baseVertexOffset ) : void |
|
|
DrawInstanced ( int vertexCountPerInstance, int instanceCount, int startVertexLocation, int startInstanceLocation ) : void |
|
|
DrawInstancedIndexed ( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) : void |
|
|
GetTargets ( |
|
|
GraphicsDevice ( Game game ) : System |
|
|
ResetStates ( ) : void |
Resets all devices states including RTs and DS
|
|
Resolve ( RenderTarget2D source, RenderTarget2D destination ) : void |
|
|
Resolve ( |
|
|
RestoreBackbuffer ( ) : void |
|
|
Screenshot ( string path = null ) : void |
Makes screenshot and saves image at specified path. If path is null image will be stored at MyPicures\AppName\Shot-CurrentDate.bmp
|
|
SetCSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void |
|
|
SetCSRWTexture ( int register, |
SetCSRWBuffer & SetCSRWTexture share same registers.
|
|
SetCSRWTexture ( int register, |
|
|
SetPSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void |
|
|
SetPSRWTexture ( int register, |
SetPSRWBuffer & SetPSRWTexture share same registers.
|
|
SetPSRWTexture ( int register, |
|
|
SetTargets ( DepthStencil2D depthStencil, RenderTarget2D renderTarget ) : void |
Analogue of SetTargets( depthStencil.Surface, renderTarget.Surface )
|
|
SetTargets ( |
Sets targets.
|
|
SetViewport ( Viewport viewport ) : void |
|
|
SetViewport ( ViewportF viewport ) : void |
|
|
SetViewport ( int x, int y, int w, int h ) : void |
|
|
SetupVertexInput ( VertexBuffer vertexBuffer, |
Sets index and vertex buffer.
|
|
SetupVertexInput ( VertexBuffer vertexBuffers, int offsets, |
Sets index and vertex buffers.
|
|
SetupVertexOutput ( VertexBuffer vertexBuffer, int offset ) : void |
|
Method | Description | |
---|---|---|
Dispose ( bool disposing ) : void |
|
Method | Description | |
---|---|---|
Initialize ( |
Initializes graphics device
|
|
NotifyViewportChanges ( ) : void |
|
|
Present ( int syncInterval ) : void |
|
public Clear ( |
||
surface | ||
depth | float | |
stencil | byte | |
return | void |
public Clear ( |
||
surface | ||
color | Color4 | |
return | void |
public Clear ( StructuredBuffer buffer, Int4 values ) : void | ||
buffer | StructuredBuffer | |
values | Int4 | |
return | void |
public ClearBackbuffer ( Color4 color, float depth = 1, byte stencil ) : void | ||
color | Color4 | |
depth | float | |
stencil | byte | |
return | void |
public Dispatch ( int threadGroupCountX, int threadGroupCountY = 1, int threadGroupCountZ = 1 ) : void | ||
threadGroupCountX | int | |
threadGroupCountY | int | |
threadGroupCountZ | int | |
return | void |
public Draw ( int vertexCount, int firstIndex ) : void | ||
vertexCount | int | |
firstIndex | int | |
return | void |
public DrawIndexed ( int indexCount, int firstIndex, int baseVertexOffset ) : void | ||
indexCount | int | |
firstIndex | int | |
baseVertexOffset | int | |
return | void |
public DrawInstanced ( int vertexCountPerInstance, int instanceCount, int startVertexLocation, int startInstanceLocation ) : void | ||
vertexCountPerInstance | int | |
instanceCount | int | |
startVertexLocation | int | |
startInstanceLocation | int | |
return | void |
public DrawInstancedIndexed ( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) : void | ||
indexCountPerInstance | int | |
instanceCount | int | |
startIndexLocation | int | |
baseVertexLocation | int | |
startInstanceLocation | int | |
return | void |
public GetTargets ( |
||
depthStencil | ||
renderTargets | ||
return | void |
public Resolve ( RenderTarget2D source, RenderTarget2D destination ) : void | ||
source | RenderTarget2D | |
destination | RenderTarget2D | |
return | void |
public Resolve ( |
||
source | ||
destination | ||
return | void |
public SetCSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void | ||
register | int | |
buffer | StructuredBuffer | |
initialCount | int | An array of append and consume buffer offsets. /// A value of -1 indicates to keep the current offset. /// Any other values set the hidden counter for that appendable and consumable UAV. |
return | void |
public SetCSRWTexture ( int register, |
||
register | int | |
surface | ||
return | void |
public SetCSRWTexture ( int register, |
||
register | int | |
volumeTexture | ||
return | void |
public SetPSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void | ||
register | int | |
buffer | StructuredBuffer | |
initialCount | int | An array of append and consume buffer offsets. /// A value of -1 indicates to keep the current offset. /// Any other values set the hidden counter for that appendable and consumable UAV. |
return | void |
public SetPSRWTexture ( int register, |
||
register | int | |
surface | ||
return | void |
public SetPSRWTexture ( int register, |
||
register | int | |
volumeTexture | ||
return | void |
public SetTargets ( DepthStencil2D depthStencil, RenderTarget2D renderTarget ) : void | ||
depthStencil | DepthStencil2D | |
renderTarget | RenderTarget2D | |
return | void |
public SetTargets ( |
||
depthStencil | ||
return | void |
public SetViewport ( Viewport viewport ) : void | ||
viewport | Viewport | |
return | void |
public SetViewport ( ViewportF viewport ) : void | ||
viewport | ViewportF | |
return | void |
public SetViewport ( int x, int y, int w, int h ) : void | ||
x | int | |
y | int | |
w | int | |
h | int | |
return | void |
public SetupVertexInput ( VertexBuffer vertexBuffer, |
||
vertexBuffer | VertexBuffer | Vertex buffer to apply |
indexBuffer | Index buffer to apply. | |
return | void |
public SetupVertexInput ( VertexBuffer vertexBuffers, int offsets, |
||
vertexBuffers | VertexBuffer | Vertex buffers to apply. Provide null if no vertex buffers are required. |
offsets | int | Offsets in each vertex buffer. |
indexBuffer | Index buffers to apply. | |
return | void |
public SetupVertexOutput ( VertexBuffer vertexBuffer, int offset ) : void | ||
vertexBuffer | VertexBuffer | |
offset | int | |
return | void |