Stride.Graphics Namespace
Classes
Base class to batch a group of draw calls into one. |
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Use a ResourceContext per GraphicsDevice (DeviceContext) |
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A class containing information on how to build the batch vertex and index buffer. |
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A class containing the information required to build a vertex and index buffer for simple quad based batching. |
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Known values for BlendStateDescription. |
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All-in-One Buffer class linked SharpDX.Direct3D11.Buffer. |
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Argument buffer helper methods. |
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Constant buffer helper methods. |
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Index buffer helper methods. |
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Raw buffer helper methods. |
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Typed buffer helper methods. |
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Vertex buffer helper methods. |
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A buffer with typed information. |
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Extension class for Color |
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Performs resource bindings and primitive-based rendering. See the GraphicsDevice class to learn more about the class. |
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Known values for DepthStencilStateDescription. |
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Storage area for DescriptorSet. |
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Defines a list of descriptor layout. This is used to allocate a DescriptorSet. |
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Helper class to build a DescriptorSetLayout. |
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Describes the display mode. |
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Renders text with a fixed size font. |
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A geometric data. |
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Provides methods to retrieve and manipulate graphics adapters. This is the equivalent to SharpDX.DXGI.Adapter1. |
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Factory for GraphicsAdapter. |
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A graphics command context. You should usually stick to one per rendering thread. |
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Used for GPU resources creation (buffers, textures, states, shaders), and CommandList manipulations. |
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Extensions for the GraphicsDevice |
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A default implementation of IGraphicsDeviceService |
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Root factory for all Graphics components. |
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Provides methods to retrieve and manipulate an graphics output (a monitor), it is equivalent to SharpDX.DXGI.Output. |
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This class is a frontend to |
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GraphicsResource class |
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A GraphicsResource allocator tracking usage reference and allowing to recycle unused resources based on a recycle policy. |
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Extensions for the GraphicsResourceAllocator. |
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GraphicsResource class |
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Base factory for all Graphics resources. |
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A resource allocated by GraphicsResourceAllocator providing allocation informations. |
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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. |
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Describes a mipmap. |
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An unmanaged buffer of pixels. |
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Used by Image to provide a selector to a PixelBuffer. |
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Extensions to PixelFormat. |
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Describess how data will be displayed to the screen. |
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Primitive quad use to draw an effect on a quad (fullscreen by default). This is directly accessible from the |
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A pool holding queries with a specific QueryType. |
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Known values for RasterizerStateDescription. |
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Graphics presenter for SwapChain. |
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Contains resources and a constant buffer, that usually change at a given frequency. |
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Allocator for resource groups. |
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Describes how DescriptorSet will be bound together. |
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Describes a sampler state used for texture sampling. |
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Base factory for SamplerState. |
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Serializer for SamplerState. |
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A sprite. |
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A batcher for sprite in the 3D world. |
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Renders a group of sprites. |
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A sprite represents a series frames in an atlas forming an animation. |
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SpriteFont to use with SpriteBatch. See SpriteFont to learn how to use it. |
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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. |
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A sheet (group) of sprites. |
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Graphics presenter for SwapChain. |
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Class used for all Textures (1D, 2D, 3D, DepthStencil, RenderTargets...etc.) |
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A utility class to batch and draw UI images. |
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The layout of a vertex buffer with a set of VertexElement. |
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An helper class for manipulating vertex buffers on CPU (Generate new vertex attributes...etc.) |
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A platform specific window handle. |
Structs
The structure containing all the information required to batch one element. |
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Describes a blend state. |
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Describes the blend state for a render target. |
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Describes a buffer. |
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A token for one-time execution of a CommandList by the GraphicsDevice |
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Provides access to data organized in 3D. |
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Provides a pointer to 2D data. |
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Used to prevent concurrent uses of CommandList against the main one. |
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Describes a depth stencil state. |
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Contains a list descriptors (such as textures) that can be bound together to the graphics pipeline. |
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Describes how many descriptor of a specific type will need to be allocated in a DescriptorPool. |
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Features supported by a GraphicsDevice. |
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The features exposed for a particular format. |
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Structured returned by |
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A description for Image. |
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A GPU resource mapped for CPU access. This is returned by using |
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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. |
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Describes a rasterizer state. |
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Represents a rational number. |
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Describes render targets and depth stencil output formats. |
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Describes how DescriptorSet maps to real resource binding. This might become a core part of Effect at some point. |
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Defines a 3D box. |
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Describes a sampler state. |
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A Common description for all textures. |
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View description of a Texture. |
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Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device. |
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A description of a single element for the input-assembler stage. This structure is related to |
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Result of a vertex buffer transform. |
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Describes a custom vertex format structure that contains position as a Vector2. |
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Describes a custom vertex format structure that contains position and color information. |
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Describes a custom vertex format structure that contains position, color, texture and swizzle information. |
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Describes a custom vertex format structure that contains position, normal and color information. |
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Describes a custom vertex format structure that contains position, normal and texture information. |
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Describes a custom vertex format structure that contains position and color information. |
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Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
Interfaces
Service providing method to access GraphicsDevice life-cycle. |
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The base interface for all the vertex data structure. |
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Enums
Blend option. A blend option identifies the data source and an optional pre-blend operation. |
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RGB or alpha blending operation. |
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The colorspace used for textures, materials, lighting... |
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Identify which components of each pixel of a render target are writable during blending. |
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Comparison options. |
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Defines the faces of a cube map for |
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Indicates triangles facing a particular direction are not drawn. |
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Specifies the buffer to use when calling Clear. |
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Describes parameters that are used to create a device. |
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Describes the orientation of the display. |
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Determines the fill mode to use when rendering triangles. |
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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)). |
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Describes the current status of a GraphicsDevice. |
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The graphics platform. |
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Identifies the set of supported devices for the demo based on device capabilities. |
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Describes the lifetime state of a graphics resource. |
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Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU. |
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Image file format used by Save(Stream, ImageFileType) |
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Defines the possible rotations to apply on image regions. |
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Size of an index |
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Describes how the cpu is accessing a GraphicsResource with the |
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Multisample count level. |
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Defines various types of pixel formats. |
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Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. |
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Defines how vertex data is ordered. |
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Defines sprite mirroring options. |
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Defines sprite sort-rendering options. |
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TODO Comments |
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Specify how to swizzle a vector. |
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Specify the available text alignment when rendering text. |
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Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. |
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Defines the dimension of a texture. |
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Filtering options during texture sampling. |
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Resource options for textures. |
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The primitive type to draw for an element. |
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Defines how a view is selected from a resource. |
Delegates
A delegate called to create shareable data. See remarks. |
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A recycle policy to check whether the specified resource must be disposed from a GraphicsResourceAllocator. |
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