C# 클래스 Fusion.Drivers.Graphics.GraphicsDevice

상속: System.DisposableBase
파일 보기 프로젝트 열기: demiurghg/FusionEngine 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Game Game

Private Properties

프로퍼티 타입 설명
Initialize void
NotifyViewportChanges void
Present void

공개 메소드들

메소드 설명
ApplyGpuState ( ) : void

Applies all GPU states before draw, dispatch or clear. Method assumes that deviceContext is already locked.

Clear ( DepthStencilSurface surface, float depth = 1, byte stencil ) : void

Clear depth stencil surface

Clear ( RenderTargetSurface surface, Color4 color ) : void

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 ( DepthStencilSurface &depthStencil, RenderTargetSurface &renderTargets ) : void

GraphicsDevice ( Game game ) : System

ResetStates ( ) : void

Resets all devices states including RTs and DS

Resolve ( RenderTarget2D source, RenderTarget2D destination ) : void

Resolve ( RenderTargetSurface source, RenderTargetSurface destination ) : void

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, RenderTargetSurface surface ) : void

SetCSRWBuffer & SetCSRWTexture share same registers.

SetCSRWTexture ( int register, VolumeRWTexture volumeTexture ) : void

SetPSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void

SetPSRWTexture ( int register, RenderTargetSurface surface ) : void

SetPSRWBuffer & SetPSRWTexture share same registers.

SetPSRWTexture ( int register, VolumeRWTexture volumeTexture ) : void

SetTargets ( DepthStencil2D depthStencil, RenderTarget2D renderTarget ) : void

Analogue of SetTargets( depthStencil.Surface, renderTarget.Surface )

SetTargets ( DepthStencilSurface depthStencil ) : void

Sets targets.

SetViewport ( Viewport viewport ) : void

SetViewport ( ViewportF viewport ) : void

SetViewport ( int x, int y, int w, int h ) : void

SetupVertexInput ( VertexBuffer vertexBuffer, IndexBuffer indexBuffer ) : void

Sets index and vertex buffer.

SetupVertexInput ( VertexBuffer vertexBuffers, int offsets, IndexBuffer indexBuffer ) : void

Sets index and vertex buffers.

SetupVertexOutput ( VertexBuffer vertexBuffer, int offset ) : void

보호된 메소드들

메소드 설명
Dispose ( bool disposing ) : void

비공개 메소드들

메소드 설명
Initialize ( GraphicsParameters parameters ) : void

Initializes graphics device

NotifyViewportChanges ( ) : void

Present ( int syncInterval ) : void

메소드 상세

ApplyGpuState() 공개 메소드

Applies all GPU states before draw, dispatch or clear. Method assumes that deviceContext is already locked.
public ApplyGpuState ( ) : void
리턴 void

Clear() 공개 메소드

Clear depth stencil surface
public Clear ( DepthStencilSurface surface, float depth = 1, byte stencil ) : void
surface DepthStencilSurface
depth float
stencil byte
리턴 void

Clear() 공개 메소드

Clears render target using given color
public Clear ( RenderTargetSurface surface, Color4 color ) : void
surface RenderTargetSurface
color Color4
리턴 void

Clear() 공개 메소드

Fills structured buffer with given values
public Clear ( StructuredBuffer buffer, Int4 values ) : void
buffer StructuredBuffer
values Int4
리턴 void

ClearBackbuffer() 공개 메소드

public ClearBackbuffer ( Color4 color, float depth = 1, byte stencil ) : void
color Color4
depth float
stencil byte
리턴 void

Dispatch() 공개 메소드

public Dispatch ( int threadGroupCountX, int threadGroupCountY = 1, int threadGroupCountZ = 1 ) : void
threadGroupCountX int
threadGroupCountY int
threadGroupCountZ int
리턴 void

Dispose() 보호된 메소드

protected Dispose ( bool disposing ) : void
disposing bool
리턴 void

Draw() 공개 메소드

Draws primitives.
public Draw ( int vertexCount, int firstIndex ) : void
vertexCount int
firstIndex int
리턴 void

DrawAuto() 공개 메소드

public DrawAuto ( ) : void
리턴 void

DrawIndexed() 공개 메소드

public DrawIndexed ( int indexCount, int firstIndex, int baseVertexOffset ) : void
indexCount int
firstIndex int
baseVertexOffset int
리턴 void

DrawInstanced() 공개 메소드

public DrawInstanced ( int vertexCountPerInstance, int instanceCount, int startVertexLocation, int startInstanceLocation ) : void
vertexCountPerInstance int
instanceCount int
startVertexLocation int
startInstanceLocation int
리턴 void

DrawInstancedIndexed() 공개 메소드

public DrawInstancedIndexed ( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) : void
indexCountPerInstance int
instanceCount int
startIndexLocation int
baseVertexLocation int
startInstanceLocation int
리턴 void

GetTargets() 공개 메소드

public GetTargets ( DepthStencilSurface &depthStencil, RenderTargetSurface &renderTargets ) : void
depthStencil DepthStencilSurface
renderTargets RenderTargetSurface
리턴 void

GraphicsDevice() 공개 메소드

public GraphicsDevice ( Game game ) : System
game Game
리턴 System

ResetStates() 공개 메소드

Resets all devices states including RTs and DS
public ResetStates ( ) : void
리턴 void

Resolve() 공개 메소드

public Resolve ( RenderTarget2D source, RenderTarget2D destination ) : void
source RenderTarget2D
destination RenderTarget2D
리턴 void

Resolve() 공개 메소드

public Resolve ( RenderTargetSurface source, RenderTargetSurface destination ) : void
source RenderTargetSurface
destination RenderTargetSurface
리턴 void

RestoreBackbuffer() 공개 메소드

public RestoreBackbuffer ( ) : void
리턴 void

Screenshot() 공개 메소드

Makes screenshot and saves image at specified path. If path is null image will be stored at MyPicures\AppName\Shot-CurrentDate.bmp
public Screenshot ( string path = null ) : void
path string
리턴 void

SetCSRWBuffer() 공개 메소드

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.
리턴 void

SetCSRWTexture() 공개 메소드

SetCSRWBuffer & SetCSRWTexture share same registers.
public SetCSRWTexture ( int register, RenderTargetSurface surface ) : void
register int
surface RenderTargetSurface
리턴 void

SetCSRWTexture() 공개 메소드

public SetCSRWTexture ( int register, VolumeRWTexture volumeTexture ) : void
register int
volumeTexture VolumeRWTexture
리턴 void

SetPSRWBuffer() 공개 메소드

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.
리턴 void

SetPSRWTexture() 공개 메소드

SetPSRWBuffer & SetPSRWTexture share same registers.
public SetPSRWTexture ( int register, RenderTargetSurface surface ) : void
register int
surface RenderTargetSurface
리턴 void

SetPSRWTexture() 공개 메소드

public SetPSRWTexture ( int register, VolumeRWTexture volumeTexture ) : void
register int
volumeTexture VolumeRWTexture
리턴 void

SetTargets() 공개 메소드

Analogue of SetTargets( depthStencil.Surface, renderTarget.Surface )
public SetTargets ( DepthStencil2D depthStencil, RenderTarget2D renderTarget ) : void
depthStencil DepthStencil2D
renderTarget RenderTarget2D
리턴 void

SetTargets() 공개 메소드

Sets targets.
public SetTargets ( DepthStencilSurface depthStencil ) : void
depthStencil DepthStencilSurface
리턴 void

SetViewport() 공개 메소드

public SetViewport ( Viewport viewport ) : void
viewport Viewport
리턴 void

SetViewport() 공개 메소드

public SetViewport ( ViewportF viewport ) : void
viewport ViewportF
리턴 void

SetViewport() 공개 메소드

public SetViewport ( int x, int y, int w, int h ) : void
x int
y int
w int
h int
리턴 void

SetupVertexInput() 공개 메소드

Sets index and vertex buffer.
public SetupVertexInput ( VertexBuffer vertexBuffer, IndexBuffer indexBuffer ) : void
vertexBuffer VertexBuffer Vertex buffer to apply
indexBuffer IndexBuffer Index buffer to apply.
리턴 void

SetupVertexInput() 공개 메소드

Sets index and vertex buffers.
public SetupVertexInput ( VertexBuffer vertexBuffers, int offsets, IndexBuffer indexBuffer ) : void
vertexBuffers VertexBuffer Vertex buffers to apply. Provide null if no vertex buffers are required.
offsets int Offsets in each vertex buffer.
indexBuffer IndexBuffer Index buffers to apply.
리턴 void

SetupVertexOutput() 공개 메소드

public SetupVertexOutput ( VertexBuffer vertexBuffer, int offset ) : void
vertexBuffer VertexBuffer
offset int
리턴 void

프로퍼티 상세

Game 공개적으로 프로퍼티

Game
public Game Game
리턴 Game