Table of Contents

Namespace Stride.Graphics

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

Structured buffer helper methods.

Buffer.StructuredAppend

StructuredAppend buffer helper methods.

Buffer.StructuredCounter

StructuredCounter buffer helper methods.

Buffer.Typed

Typed buffer helper methods.

Buffer.Vertex

Vertex buffer helper methods.

BufferPool
Buffer<T>

A buffer with typed information.

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 SwapChain and SwapChain1.

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 GraphicsDevice.DrawQuad method.

PrimitiveTypeExtensions
QueryPool

A pool holding queries with a specific QueryType.

RasterizerStates

Known values for RasterizerStateDescription.

RenderTargetGraphicsPresenter

Graphics presenter for SwapChain.

RenderingSettings
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 GraphicsDeviceContext.Map.

ImageDescription

A description for Image.

InputElementDescription
MappedResource

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

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
Vertex2DPositionTexture

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

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 Direct3D11.InputElement.

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 TextureCube.

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 GraphicsDeviceContext.Map 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