Castor3D  ..
castor3d::RenderSystem Liste des membres

Liste complète des membres de castor3d::RenderSystem, y compris les membres hérités :

cleanup()castor3d::RenderSystem
cleanupPool()castor3d::RenderSystem
createBackBuffers()=0castor3d::RenderSystempure virtual
createComputePipeline(ShaderProgram &program)=0castor3d::RenderSystempure virtual
createContext()=0castor3d::RenderSystempure virtual
createFrameBuffer()=0castor3d::RenderSystempure virtual
createGeometryBuffers(Topology topology, ShaderProgram const &program)=0castor3d::RenderSystempure virtual
createGlslWriter()castor3d::RenderSystem
createQuery(QueryType type)=0castor3d::RenderSystempure virtual
createRenderPipeline(DepthStencilState &&dsState, RasteriserState &&rsState, BlendState &&bdState, MultisampleState &&msState, ShaderProgram &program, PipelineFlags const &flags)=0castor3d::RenderSystempure virtual
createSampler(castor::String const &name)=0castor3d::RenderSystempure virtual
createShaderProgram()=0castor3d::RenderSystempure virtual
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess)=0castor3d::RenderSystempure virtual
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess, uint32_t mipmapCount)=0castor3d::RenderSystempure virtual
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess, castor::PixelFormat format, castor::Size const &size)=0castor3d::RenderSystempure virtual
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess, castor::PixelFormat format, castor::Point3ui const &size)=0castor3d::RenderSystempure virtual
createTextureStorage(TextureStorageType type, TextureLayout &layout, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess)=0castor3d::RenderSystempure virtual
createTransformFeedback(BufferDeclaration const &computed, Topology topology, ShaderProgram &program)=0castor3d::RenderSystempure virtual
createUniformBufferBinding(UniformBuffer &ubo, ShaderProgram const &program)=0castor3d::RenderSystempure virtual
createViewport(Viewport &viewport)=0castor3d::RenderSystempure virtual
doCleanup()=0castor3d::RenderSystemprotectedpure virtual
doCreateBuffer(BufferType type)=0castor3d::RenderSystemprotectedpure virtual
doInitialise()=0castor3d::RenderSystemprotectedpure virtual
getBuffer(BufferType type, uint32_t size, BufferAccessType accessType, BufferAccessNature accessNature)castor3d::RenderSystem
getCurrentContext()castor3d::RenderSystem
getGpuInformations() constcastor3d::RenderSysteminline
getGpuTime() constcastor3d::RenderSysteminline
getMainContext()castor3d::RenderSysteminline
getOverlayRenderer()castor3d::RenderSysteminline
getRendererType() constcastor3d::RenderSysteminline
getTopScene()castor3d::RenderSystem
GpuBufferPool classcastor3d::RenderSystemfriend
incGpuTime(std::chrono::duration< Rep, Period > const &time)castor3d::RenderSysteminline
initialise(GpuInformations &&informations)castor3d::RenderSystem
isInitialised() constcastor3d::RenderSysteminline
m_currentContextscastor3d::RenderSystemprotected
m_gpuBufferPoolcastor3d::RenderSystemprotected
m_gpuInformationscastor3d::RenderSystemprotected
m_gpuTimecastor3d::RenderSystemprotected
m_initialisedcastor3d::RenderSystemprotected
m_mainContextcastor3d::RenderSystemprotected
m_mutexcastor3d::RenderSystemprotected
m_namecastor3d::RenderSystemprotected
m_overlayRenderercastor3d::RenderSystemprotected
m_stackScenescastor3d::RenderSystemprotected
popScene()castor3d::RenderSystem
pushScene(Scene *scene)castor3d::RenderSystem
putBuffer(BufferType type, BufferAccessType accessType, BufferAccessNature accessNature, GpuBufferOffset const &bufferOffset)castor3d::RenderSystem
RenderSystem(Engine &engine, castor::String const &name)castor3d::RenderSystem
resetGpuTime()castor3d::RenderSysteminline
setCurrentContext(Context *context)castor3d::RenderSystem
setMainContext(ContextSPtr context)castor3d::RenderSysteminline
~RenderSystem()castor3d::RenderSystemvirtual