Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
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DeviceContext Lista de los miembros

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()=defaultDeviceContext
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_deviceContextDeviceContext
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()=defaultDeviceContext