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