Cleanup() | Castor3D::RenderSystem | |
CreateBackBuffers()=0 | Castor3D::RenderSystem | pure virtual |
CreateComputePipeline(ShaderProgram &p_program)=0 | Castor3D::RenderSystem | pure virtual |
CreateContext()=0 | Castor3D::RenderSystem | pure virtual |
CreateFloatBuffer(BufferType p_type)=0 | Castor3D::RenderSystem | pure virtual |
CreateFrameBuffer()=0 | Castor3D::RenderSystem | pure virtual |
CreateGeometryBuffers(Topology p_topology, ShaderProgram const &p_program)=0 | Castor3D::RenderSystem | pure virtual |
CreateGlslWriter() | Castor3D::RenderSystem | |
CreateQuery(QueryType p_type)=0 | Castor3D::RenderSystem | pure virtual |
CreateRenderPipeline(DepthStencilState &&p_dsState, RasteriserState &&p_rsState, BlendState &&p_bdState, MultisampleState &&p_msState, ShaderProgram &p_program, PipelineFlags const &p_flags)=0 | Castor3D::RenderSystem | pure virtual |
CreateSampler(Castor::String const &p_name)=0 | Castor3D::RenderSystem | pure virtual |
CreateShaderProgram()=0 | Castor3D::RenderSystem | pure virtual |
CreateTexture(TextureType p_type, AccessTypes const &p_cpuAccess, AccessTypes const &p_gpuAccess)=0 | Castor3D::RenderSystem | pure virtual |
CreateTexture(TextureType p_type, AccessTypes const &p_cpuAccess, AccessTypes const &p_gpuAccess, Castor::PixelFormat p_format, Castor::Size const &p_size)=0 | Castor3D::RenderSystem | pure virtual |
CreateTexture(TextureType p_type, AccessTypes const &p_cpuAccess, AccessTypes const &p_gpuAccess, Castor::PixelFormat p_format, Castor::Point3ui const &p_size)=0 | Castor3D::RenderSystem | pure virtual |
CreateTextureStorage(TextureStorageType p_type, TextureLayout &p_layout, AccessTypes const &p_cpuAccess, AccessTypes const &p_gpuAccess)=0 | Castor3D::RenderSystem | pure virtual |
CreateTransformFeedback(BufferDeclaration const &p_computed, Topology p_topology, ShaderProgram &p_program)=0 | Castor3D::RenderSystem | pure virtual |
CreateUInt16Buffer(BufferType p_type)=0 | Castor3D::RenderSystem | pure virtual |
CreateUInt32Buffer(BufferType p_type)=0 | Castor3D::RenderSystem | pure virtual |
CreateUInt8Buffer(BufferType p_type)=0 | Castor3D::RenderSystem | pure virtual |
CreateUniformBufferBinding(UniformBuffer &p_ubo, ShaderProgram const &p_program)=0 | Castor3D::RenderSystem | pure virtual |
CreateViewport(Viewport &p_viewport)=0 | Castor3D::RenderSystem | pure virtual |
DoCleanup()=0 | Castor3D::RenderSystem | protectedpure virtual |
DoInitialise()=0 | Castor3D::RenderSystem | protectedpure virtual |
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 | |
IncGpuTime(std::chrono::duration< Rep, Period > const &p_time) | Castor3D::RenderSystem | inline |
Initialise(GpuInformations &&p_informations) | Castor3D::RenderSystem | |
IsInitialised() const | Castor3D::RenderSystem | inline |
m_currentContexts | 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 *p_scene) | Castor3D::RenderSystem | |
RenderSystem(Engine &p_engine, Castor::String const &p_name) | Castor3D::RenderSystem | |
ResetGpuTime() | Castor3D::RenderSystem | inline |
SetCurrentContext(Context *p_context) | Castor3D::RenderSystem | |
SetMainContext(ContextSPtr p_context) | Castor3D::RenderSystem | inline |
~RenderSystem() | Castor3D::RenderSystem | virtual |