Свойство | Тип | Описание | |
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Game | Game |
Свойство | Тип | Описание | |
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Initialize | void | ||
NotifyViewportChanges | void | ||
Present | void |
Метод | Описание | |
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ApplyGpuState ( ) : void |
Applies all GPU states before draw, dispatch or clear. Method assumes that deviceContext is already locked.
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Clear ( |
Clear depth stencil surface
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Clear ( |
Clears render target using given color
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Clear ( StructuredBuffer buffer, Int4 values ) : void |
Fills structured buffer with given values
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ClearBackbuffer ( Color4 color, float depth = 1, byte stencil ) : void |
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Dispatch ( int threadGroupCountX, int threadGroupCountY = 1, int threadGroupCountZ = 1 ) : void |
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Draw ( int vertexCount, int firstIndex ) : void |
Draws primitives.
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DrawAuto ( ) : void |
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DrawIndexed ( int indexCount, int firstIndex, int baseVertexOffset ) : void |
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DrawInstanced ( int vertexCountPerInstance, int instanceCount, int startVertexLocation, int startInstanceLocation ) : void |
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DrawInstancedIndexed ( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) : void |
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GetTargets ( |
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GraphicsDevice ( Game game ) : System |
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ResetStates ( ) : void |
Resets all devices states including RTs and DS
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Resolve ( RenderTarget2D source, RenderTarget2D destination ) : void |
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Resolve ( |
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RestoreBackbuffer ( ) : void |
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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
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SetCSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void |
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SetCSRWTexture ( int register, |
SetCSRWBuffer & SetCSRWTexture share same registers.
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SetCSRWTexture ( int register, |
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SetPSRWBuffer ( int register, StructuredBuffer buffer, int initialCount = -1 ) : void |
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SetPSRWTexture ( int register, |
SetPSRWBuffer & SetPSRWTexture share same registers.
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SetPSRWTexture ( int register, |
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SetTargets ( DepthStencil2D depthStencil, RenderTarget2D renderTarget ) : void |
Analogue of SetTargets( depthStencil.Surface, renderTarget.Surface )
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SetTargets ( |
Sets targets.
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SetViewport ( Viewport viewport ) : void |
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SetViewport ( ViewportF viewport ) : void |
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SetViewport ( int x, int y, int w, int h ) : void |
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SetupVertexInput ( VertexBuffer vertexBuffer, |
Sets index and vertex buffer.
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SetupVertexInput ( VertexBuffer vertexBuffers, int offsets, |
Sets index and vertex buffers.
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SetupVertexOutput ( VertexBuffer vertexBuffer, int offset ) : void |
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Метод | Описание | |
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Dispose ( bool disposing ) : void |
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Метод | Описание | |
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Initialize ( |
Initializes graphics device
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NotifyViewportChanges ( ) : void |
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Present ( int syncInterval ) : void |
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public Clear ( |
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surface | ||
depth | float | |
stencil | byte | |
Результат | void |
public Clear ( |
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surface | ||
color | Color4 | |
Результат | void |
public Clear ( StructuredBuffer buffer, Int4 values ) : void | ||
buffer | StructuredBuffer | |
values | Int4 | |
Результат | void |
public ClearBackbuffer ( Color4 color, float depth = 1, byte stencil ) : void | ||
color | Color4 | |
depth | float | |
stencil | byte | |
Результат | void |
public Dispatch ( int threadGroupCountX, int threadGroupCountY = 1, int threadGroupCountZ = 1 ) : void | ||
threadGroupCountX | int | |
threadGroupCountY | int | |
threadGroupCountZ | int | |
Результат | void |
protected Dispose ( bool disposing ) : void | ||
disposing | bool | |
Результат | void |
public Draw ( int vertexCount, int firstIndex ) : void | ||
vertexCount | int | |
firstIndex | int | |
Результат | void |
public DrawIndexed ( int indexCount, int firstIndex, int baseVertexOffset ) : void | ||
indexCount | int | |
firstIndex | int | |
baseVertexOffset | int | |
Результат | void |
public DrawInstanced ( int vertexCountPerInstance, int instanceCount, int startVertexLocation, int startInstanceLocation ) : void | ||
vertexCountPerInstance | int | |
instanceCount | int | |
startVertexLocation | int | |
startInstanceLocation | int | |
Результат | void |
public DrawInstancedIndexed ( int indexCountPerInstance, int instanceCount, int startIndexLocation, int baseVertexLocation, int startInstanceLocation ) : void | ||
indexCountPerInstance | int | |
instanceCount | int | |
startIndexLocation | int | |
baseVertexLocation | int | |
startInstanceLocation | int | |
Результат | void |
public GetTargets ( |
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depthStencil | ||
renderTargets | ||
Результат | void |
public GraphicsDevice ( Game game ) : System | ||
game | Game | |
Результат | System |
public Resolve ( RenderTarget2D source, RenderTarget2D destination ) : void | ||
source | RenderTarget2D | |
destination | RenderTarget2D | |
Результат | void |
public Resolve ( |
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source | ||
destination | ||
Результат | void |
public Screenshot ( string path = null ) : void | ||
path | string | |
Результат | 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. |
Результат | void |
public SetCSRWTexture ( int register, |
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register | int | |
surface | ||
Результат | void |
public SetCSRWTexture ( int register, |
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register | int | |
volumeTexture | ||
Результат | 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. |
Результат | void |
public SetPSRWTexture ( int register, |
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register | int | |
surface | ||
Результат | void |
public SetPSRWTexture ( int register, |
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register | int | |
volumeTexture | ||
Результат | void |
public SetTargets ( DepthStencil2D depthStencil, RenderTarget2D renderTarget ) : void | ||
depthStencil | DepthStencil2D | |
renderTarget | RenderTarget2D | |
Результат | void |
public SetTargets ( |
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depthStencil | ||
Результат | void |
public SetViewport ( Viewport viewport ) : void | ||
viewport | Viewport | |
Результат | void |
public SetViewport ( ViewportF viewport ) : void | ||
viewport | ViewportF | |
Результат | void |
public SetViewport ( int x, int y, int w, int h ) : void | ||
x | int | |
y | int | |
w | int | |
h | int | |
Результат | void |
public SetupVertexInput ( VertexBuffer vertexBuffer, |
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vertexBuffer | VertexBuffer | Vertex buffer to apply |
indexBuffer | Index buffer to apply. | |
Результат | void |
public SetupVertexInput ( VertexBuffer vertexBuffers, int offsets, |
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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. | |
Результат | void |
public SetupVertexOutput ( VertexBuffer vertexBuffer, int offset ) : void | ||
vertexBuffer | VertexBuffer | |
offset | int | |
Результат | void |