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    Stride.Graphics Namespace

    Classes

    BatchBase<TDrawInfo>

    Base class to batch a group of draw calls into one.

    BatchBase<TDrawInfo>.DeviceResourceContext

    Use a ResourceContext per GraphicsDevice (DeviceContext)

    BatchBase<TDrawInfo>.QueueComparer<TInfo>

    BatchBase<TDrawInfo>.ResourceBufferInfo

    A class containing information on how to build the batch vertex and index buffer.

    BatchBase<TDrawInfo>.StaticQuadBufferInfo

    A class containing the information required to build a vertex and index buffer for simple quad based batching.

    BatchBase<TDrawInfo>.TextureIdComparer

    BlendStates

    Known values for BlendStateDescription.

    Buffer

    All-in-One Buffer class linked SharpDX.Direct3D11.Buffer.

    Buffer.Argument

    Argument buffer helper methods.

    Buffer.Constant

    Constant buffer helper methods.

    Buffer.Index

    Index buffer helper methods.

    Buffer.Raw

    Raw buffer helper methods.

    Buffer.Structured

    Buffer.StructuredAppend

    Buffer.StructuredCounter

    Buffer.Typed

    Typed buffer helper methods.

    Buffer.Vertex

    Vertex buffer helper methods.

    Buffer<T>

    A buffer with typed information.

    BufferPool

    ColorExtensions

    Extension class for Color

    CommandList

    Performs resource bindings and primitive-based rendering. See the GraphicsDevice class to learn more about the class.

    DepthStencilStates

    Known values for DepthStencilStateDescription.

    DescriptorPool

    Storage area for DescriptorSet.

    DescriptorSetLayout

    Defines a list of descriptor layout. This is used to allocate a DescriptorSet.

    DescriptorSetLayoutBuilder

    Helper class to build a DescriptorSetLayout.

    DisplayMode

    Describes the display mode.

    Effect

    EffectDescriptorSetReflection

    FastTextRenderer

    Renders text with a fixed size font.

    GeometricMeshData<T>

    A geometric data.

    GraphicsAdapter

    Provides methods to retrieve and manipulate graphics adapters. This is the equivalent to SharpDX.DXGI.Adapter1.

    GraphicsAdapterFactory

    Factory for GraphicsAdapter.

    GraphicsContext

    A graphics command context. You should usually stick to one per rendering thread.

    GraphicsDevice

    Used for GPU resources creation (buffers, textures, states, shaders), and CommandList manipulations.

    GraphicsDeviceExtensions

    Extensions for the GraphicsDevice

    GraphicsDeviceServiceLocal

    A default implementation of IGraphicsDeviceService

    GraphicsException

    GraphicsFactory

    Root factory for all Graphics components.

    GraphicsOutput

    Provides methods to retrieve and manipulate an graphics output (a monitor), it is equivalent to SharpDX.DXGI.Output.

    GraphicsPresenter

    This class is a frontend to and .

    GraphicsResource

    GraphicsResource class

    GraphicsResourceAllocator

    A GraphicsResource allocator tracking usage reference and allowing to recycle unused resources based on a recycle policy.

    GraphicsResourceAllocatorExtensions

    Extensions for the GraphicsResourceAllocator.

    GraphicsResourceBase

    GraphicsResource class

    GraphicsResourceFactoryBase

    Base factory for all Graphics resources.

    GraphicsResourceLink

    A resource allocated by GraphicsResourceAllocator providing allocation informations.

    Image

    Provides method to instantiate an image 1D/2D/3D supporting TextureArray and mipmaps on the CPU or to load/save an image from the disk.

    ImageFileTypeExtensions

    ImageHelper

    IndexBufferBinding

    MipMapDescription

    Describes a mipmap.

    MutablePipelineState

    ParameterCollectionLayoutExtensions

    PipelineState

    PipelineStateDescription

    PixelBuffer

    An unmanaged buffer of pixels.

    PixelBufferArray

    Used by Image to provide a selector to a PixelBuffer.

    PixelFormatExtensions

    Extensions to PixelFormat.

    PresentationParameters

    Describess how data will be displayed to the screen.

    PrimitiveQuad

    Primitive quad use to draw an effect on a quad (fullscreen by default). This is directly accessible from the method.

    PrimitiveTypeExtensions

    QueryPool

    A pool holding queries with a specific QueryType.

    RasterizerStates

    Known values for RasterizerStateDescription.

    RenderingSettings

    RenderTargetGraphicsPresenter

    Graphics presenter for SwapChain.

    ResourceGroup

    Contains resources and a constant buffer, that usually change at a given frequency.

    ResourceGroupAllocator

    Allocator for resource groups.

    ResourceGroupLayout

    ResumeManager

    RootSignature

    Describes how DescriptorSet will be bound together.

    SamplerState

    Describes a sampler state used for texture sampling.

    SamplerStateFactory

    Base factory for SamplerState.

    SamplerStateSerializer

    Serializer for SamplerState.

    SharpDXInterop

    Sprite

    A sprite.

    Sprite3DBatch

    A batcher for sprite in the 3D world.

    SpriteBatch

    Renders a group of sprites.

    SpriteEffect

    SpriteExtensions

    A sprite represents a series frames in an atlas forming an animation.

    SpriteFont

    SpriteFont to use with SpriteBatch. See SpriteFont to learn how to use it.

    SpriteFrame

    A sprite frame represents a single frame a sprite animation. It contains the region of the texture representing the frame and the time it is supposed to be displayed.

    SpriteSheet

    A sheet (group) of sprites.

    SwapChainGraphicsPresenter

    Graphics presenter for SwapChain.

    Texture

    Class used for all Textures (1D, 2D, 3D, DepthStencil, RenderTargets...etc.)

    TextureExtensions

    UIBatch

    A utility class to batch and draw UI images.

    VertexBufferBindingExtensions

    VertexDeclaration

    The layout of a vertex buffer with a set of VertexElement.

    VertexElementUsage

    VertexHelper

    An helper class for manipulating vertex buffers on CPU (Generate new vertex attributes...etc.)

    WindowHandle

    A platform specific window handle.

    Structs

    BatchBase<TDrawInfo>.DrawTextures

    BatchBase<TDrawInfo>.ElementInfo

    The structure containing all the information required to batch one element.

    BlendStateDescription

    Describes a blend state.

    BlendStateRenderTargetDescription

    Describes the blend state for a render target.

    BufferDescription

    Describes a buffer.

    BufferPoolAllocationResult

    CompiledCommandList

    A token for one-time execution of a CommandList by the GraphicsDevice

    DataBox

    Provides access to data organized in 3D.

    DataPointer

    DataRectangle

    Provides a pointer to 2D data.

    DefaultCommandListLock

    Used to prevent concurrent uses of CommandList against the main one.

    DepthStencilStateDescription

    Describes a depth stencil state.

    DepthStencilStencilOpDescription

    DescriptorSet

    Contains a list descriptors (such as textures) that can be bound together to the graphics pipeline.

    DescriptorTypeCount

    Describes how many descriptor of a specific type will need to be allocated in a DescriptorPool.

    GraphicsDeviceFeatures

    Features supported by a GraphicsDevice.

    GraphicsDeviceFeatures.FeaturesPerFormat

    The features exposed for a particular format.

    GraphicsResourceAllocator.QueryPoolDescription

    GraphicsResourceMap

    Structured returned by .

    ImageDescription

    A description for Image.

    InputElementDescription

    MappedResource

    A GPU resource mapped for CPU access. This is returned by using

    MipMapCount

    A simple wrapper to specify number of mipmaps. Set to true to specify all mipmaps or sets an integer value >= 1 to specify the exact number of mipmaps.

    RasterizerStateDescription

    Describes a rasterizer state.

    Rational

    Represents a rational number.

    RenderOutputDescription

    Describes render targets and depth stencil output formats.

    ResourceGroupBufferUploader

    Describes how DescriptorSet maps to real resource binding. This might become a core part of Effect at some point.

    ResourceGroupDescription

    ResourceRegion

    Defines a 3D box.

    SamplerStateDescription

    Describes a sampler state.

    Sprite3DBatch.Sprite3DDrawInfo

    SpriteBatch.SpriteDrawInfo

    TextureDescription

    A Common description for all textures.

    TextureViewDescription

    View description of a Texture.

    UIBatch.UIImageDrawInfo

    VertexBufferBinding

    Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device.

    VertexElement

    A description of a single element for the input-assembler stage. This structure is related to .

    VertexElementWithOffset

    VertexHelper.VertexTransformResult

    Result of a vertex buffer transform.

    VertexPosition2

    Describes a custom vertex format structure that contains position as a Vector2.

    VertexPositionColorTexture

    Describes a custom vertex format structure that contains position and color information.

    VertexPositionColorTextureSwizzle

    Describes a custom vertex format structure that contains position, color, texture and swizzle information.

    VertexPositionNormalColor

    Describes a custom vertex format structure that contains position, normal and color information.

    VertexPositionNormalTexture

    Describes a custom vertex format structure that contains position, normal and texture information.

    VertexPositionTexture

    Describes a custom vertex format structure that contains position and color information.

    Viewport

    Defines the window dimensions of a render-target surface onto which a 3D volume projects.

    Interfaces

    IGraphicsDeviceService

    Service providing method to access GraphicsDevice life-cycle.

    IVertex

    The base interface for all the vertex data structure.

    SpriteFont.IFontManager

    Enums

    Blend

    Blend option. A blend option identifies the data source and an optional pre-blend operation.

    BlendFunction

    RGB or alpha blending operation.

    BufferFlags

    BufferPoolAllocationType

    ColorSpace

    The colorspace used for textures, materials, lighting...

    ColorWriteChannels

    Identify which components of each pixel of a render target are writable during blending.

    CompareFunction

    Comparison options.

    CubeMapFace

    Defines the faces of a cube map for .

    CullMode

    Indicates triangles facing a particular direction are not drawn.

    DepthStencilClearOptions

    Specifies the buffer to use when calling Clear.

    DeviceCreationFlags

    Describes parameters that are used to create a device.

    DisplayOrientation

    Describes the orientation of the display.

    FillMode

    Determines the fill mode to use when rendering triangles.

    FormatSupport

    Which resources are supported for a given format and given device (see SharpDX.Direct3D11.Device.CheckFormatSupport(SharpDX.DXGI.Format) and SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)).

    GraphicsDeviceStatus

    Describes the current status of a GraphicsDevice.

    GraphicsPlatform

    The graphics platform.

    GraphicsProfile

    Identifies the set of supported devices for the demo based on device capabilities.

    GraphicsResourceLifetimeState

    Describes the lifetime state of a graphics resource.

    GraphicsResourceState

    GraphicsResourceUsage

    Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.

    ImageFileType

    Image file format used by Save(Stream, ImageFileType)

    ImageOrientation

    Defines the possible rotations to apply on image regions.

    IndexElementSize

    Size of an index

    InputClassification

    MapMode

    Describes how the cpu is accessing a GraphicsResource with the method.

    MultisampleCount

    Multisample count level.

    PixelFormat

    Defines various types of pixel formats.

    PreferredGraphicsPlatform

    PresentInterval

    Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.

    PrimitiveType

    Defines how vertex data is ordered.

    QueryType

    RequiredDisplayOrientation

    SpriteEffects

    Defines sprite mirroring options.

    SpriteFontType

    SpriteSortMode

    Defines sprite sort-rendering options.

    StencilOperation

    TODO Comments

    SwizzleMode

    Specify how to swizzle a vector.

    TextAlignment

    Specify the available text alignment when rendering text.

    TextureAddressMode

    Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.

    TextureDimension

    Defines the dimension of a texture.

    TextureFilter

    Filtering options during texture sampling.

    TextureFlags

    TextureOptions

    Resource options for textures.

    UIBatch.PrimitiveType

    The primitive type to draw for an element.

    ViewType

    Defines how a view is selected from a resource.

    Delegates

    GraphicsDevice.CreateSharedData<T>

    A delegate called to create shareable data. See remarks.

    GraphicsResourceRecyclePolicyDelegate

    A recycle policy to check whether the specified resource must be disposed from a GraphicsResourceAllocator.

    Image.ImageLoadDelegate

    Image.ImageSaveDelegate

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