Castor3D
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Liste complète des membres de castor3d::RenderSystem, y compris les membres hérités :
cleanup() | castor3d::RenderSystem | |
cleanupPool() | castor3d::RenderSystem | |
createBackBuffers()=0 | castor3d::RenderSystem | pure virtual |
createComputePipeline(ShaderProgram &program)=0 | castor3d::RenderSystem | pure virtual |
createContext()=0 | castor3d::RenderSystem | pure virtual |
createFrameBuffer()=0 | castor3d::RenderSystem | pure virtual |
createGeometryBuffers(Topology topology, ShaderProgram const &program)=0 | castor3d::RenderSystem | pure virtual |
createGlslWriter() | castor3d::RenderSystem | |
createQuery(QueryType type)=0 | castor3d::RenderSystem | pure virtual |
createRenderPipeline(DepthStencilState &&dsState, RasteriserState &&rsState, BlendState &&bdState, MultisampleState &&msState, ShaderProgram &program, PipelineFlags const &flags)=0 | castor3d::RenderSystem | pure virtual |
createSampler(castor::String const &name)=0 | castor3d::RenderSystem | pure virtual |
createShaderProgram()=0 | castor3d::RenderSystem | pure virtual |
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess)=0 | castor3d::RenderSystem | pure virtual |
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess, uint32_t mipmapCount)=0 | castor3d::RenderSystem | pure virtual |
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess, castor::PixelFormat format, castor::Size const &size)=0 | castor3d::RenderSystem | pure virtual |
createTexture(TextureType type, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess, castor::PixelFormat format, castor::Point3ui const &size)=0 | castor3d::RenderSystem | pure virtual |
createTextureStorage(TextureStorageType type, TextureLayout &layout, AccessTypes const &cpuAccess, AccessTypes const &gpuAccess)=0 | castor3d::RenderSystem | pure virtual |
createTransformFeedback(BufferDeclaration const &computed, Topology topology, ShaderProgram &program)=0 | castor3d::RenderSystem | pure virtual |
createUniformBufferBinding(UniformBuffer &ubo, ShaderProgram const &program)=0 | castor3d::RenderSystem | pure virtual |
createViewport(Viewport &viewport)=0 | castor3d::RenderSystem | pure virtual |
doCleanup()=0 | castor3d::RenderSystem | protectedpure virtual |
doCreateBuffer(BufferType type)=0 | castor3d::RenderSystem | protectedpure virtual |
doInitialise()=0 | castor3d::RenderSystem | protectedpure virtual |
getBuffer(BufferType type, uint32_t size, BufferAccessType accessType, BufferAccessNature accessNature) | castor3d::RenderSystem | |
getCurrentContext() | castor3d::RenderSystem | |
getGpuInformations() const | castor3d::RenderSystem | inline |
getGpuTime() const | castor3d::RenderSystem | inline |
getMainContext() | castor3d::RenderSystem | inline |
getOverlayRenderer() | castor3d::RenderSystem | inline |
getRendererType() const | castor3d::RenderSystem | inline |
getTopScene() | castor3d::RenderSystem | |
GpuBufferPool class | castor3d::RenderSystem | friend |
incGpuTime(std::chrono::duration< Rep, Period > const &time) | castor3d::RenderSystem | inline |
initialise(GpuInformations &&informations) | castor3d::RenderSystem | |
isInitialised() const | castor3d::RenderSystem | inline |
m_currentContexts | castor3d::RenderSystem | protected |
m_gpuBufferPool | castor3d::RenderSystem | protected |
m_gpuInformations | castor3d::RenderSystem | protected |
m_gpuTime | castor3d::RenderSystem | protected |
m_initialised | castor3d::RenderSystem | protected |
m_mainContext | castor3d::RenderSystem | protected |
m_mutex | castor3d::RenderSystem | protected |
m_name | castor3d::RenderSystem | protected |
m_overlayRenderer | castor3d::RenderSystem | protected |
m_stackScenes | castor3d::RenderSystem | protected |
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::RenderSystem | inline |
setCurrentContext(Context *context) | castor3d::RenderSystem | |
setMainContext(ContextSPtr context) | castor3d::RenderSystem | inline |
~RenderSystem() | castor3d::RenderSystem | virtual |