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Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
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Lista completa de los miembros de DeviceContext, incluyendo todos los heredados:
| ClearDepthStencilView(ID3D11DepthStencilView *pDepthStencilView, unsigned int ClearFlags, float Depth, UINT8 Stencil) | DeviceContext | |
| ClearRenderTargetView(ID3D11RenderTargetView *pRenderTargetView, const float ColorRGBA[4]) | DeviceContext | |
| destroy() | DeviceContext | |
| DeviceContext()=default | DeviceContext | |
| DrawIndexed(unsigned int IndexCount, unsigned int StartIndexLocation, int BaseVertexLocation) | DeviceContext | |
| IASetIndexBuffer(ID3D11Buffer *pIndexBuffer, DXGI_FORMAT Format, unsigned int Offset) | DeviceContext | |
| IASetInputLayout(ID3D11InputLayout *pInputLayout) | DeviceContext | |
| IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) | DeviceContext | |
| IASetVertexBuffers(unsigned int StartSlot, unsigned int NumBuffers, ID3D11Buffer *const *ppVertexBuffers, const unsigned int *pStrides, const unsigned int *pOffsets) | DeviceContext | |
| init() | DeviceContext | |
| m_deviceContext | DeviceContext | |
| OMSetBlendState(ID3D11BlendState *pBlendState, const float BlendFactor[4], unsigned int SampleMask) | DeviceContext | |
| OMSetRenderTargets(unsigned int NumViews, ID3D11RenderTargetView *const *ppRenderTargetViews, ID3D11DepthStencilView *pDepthStencilView) | DeviceContext | |
| PSSetConstantBuffers(unsigned int StartSlot, unsigned int NumBuffers, ID3D11Buffer *const *ppConstantBuffers) | DeviceContext | |
| PSSetSamplers(unsigned int StartSlot, unsigned int NumSamplers, ID3D11SamplerState *const *ppSamplers) | DeviceContext | |
| PSSetShader(ID3D11PixelShader *pPixelShader, ID3D11ClassInstance *const *ppClassInstances, unsigned int NumClassInstances) | DeviceContext | |
| PSSetShaderResources(unsigned int StartSlot, unsigned int NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews) | DeviceContext | |
| render() | DeviceContext | |
| RSSetState(ID3D11RasterizerState *pRasterizerState) | DeviceContext | |
| RSSetViewports(unsigned int NumViewports, const D3D11_VIEWPORT *pViewports) | DeviceContext | |
| update() | DeviceContext | |
| UpdateSubresource(ID3D11Resource *pDstResource, unsigned int DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, unsigned int SrcRowPitch, unsigned int SrcDepthPitch) | DeviceContext | |
| VSSetConstantBuffers(unsigned int StartSlot, unsigned int NumBuffers, ID3D11Buffer *const *ppConstantBuffers) | DeviceContext | |
| VSSetShader(ID3D11VertexShader *pVertexShader, ID3D11ClassInstance *const *ppClassInstances, unsigned int NumClassInstances) | DeviceContext | |
| ~DeviceContext()=default | DeviceContext |