Namespace Stride.Graphics
Classes
- BatchBase<TDrawInfo>
Base class to batch a group of draw calls into one.
- BatchBase<TDrawInfo>.DeviceResourceContext
Use a ResourceContext per GraphicsDevice (DeviceContext)
- BatchBase<TDrawInfo>.ResourceBufferInfo
A class containing information on how to build the batch vertex and index buffer.
- BatchBase<TDrawInfo>.StaticQuadBufferInfo
A class containing the information required to build a vertex and index buffer for simple quad based batching.
- BlendStates
Known values for BlendStateDescription.
- Buffer
All-in-One Buffer class linked SharpDX.Direct3D11.Buffer.
- Buffer.Argument
Argument buffer helper methods.
- Buffer.Constant
Constant buffer helper methods.
- Buffer.Index
Index buffer helper methods.
- Buffer.Raw
Raw buffer helper methods.
- Buffer.Structured
Structured buffer helper methods.
- Buffer.StructuredAppend
StructuredAppend buffer helper methods.
- Buffer.StructuredCounter
StructuredCounter buffer helper methods.
- Buffer.Typed
Typed buffer helper methods.
- Buffer.Vertex
Vertex buffer helper methods.
- Buffer<T>
A buffer with typed information.
- ColorExtensions
Extension class for Color
- CommandList
Performs resource bindings and primitive-based rendering. See the GraphicsDevice class to learn more about the class.
- DepthStencilStates
Known values for DepthStencilStateDescription.
- DescriptorPool
Storage area for DescriptorSet.
- DescriptorSetLayout
Defines a list of descriptor layout. This is used to allocate a DescriptorSet.
- DescriptorSetLayoutBuilder
Helper class to build a DescriptorSetLayout.
- DisplayMode
Describes the display mode.
- FastTextRenderer
Renders text with a fixed size font.
- GeometricMeshData<T>
A geometric data.
- GraphicsAdapter
Provides methods to retrieve and manipulate graphics adapters. This is the equivalent to SharpDX.DXGI.Adapter1.
- GraphicsAdapterFactory
Factory for GraphicsAdapter.
- GraphicsContext
A graphics command context. You should usually stick to one per rendering thread.
- GraphicsDevice
Used for GPU resources creation (buffers, textures, states, shaders), and CommandList manipulations.
- GraphicsDeviceExtensions
Extensions for the GraphicsDevice
- GraphicsDeviceServiceLocal
A default implementation of IGraphicsDeviceService
- GraphicsFactory
Root factory for all Graphics components.
- GraphicsOutput
Provides methods to retrieve and manipulate an graphics output (a monitor), it is equivalent to SharpDX.DXGI.Output.
- GraphicsPresenter
This class is a frontend to SharpDX.DXGI.SwapChain and SharpDX.DXGI.SwapChain1.
- GraphicsResource
GraphicsResource class
- GraphicsResourceAllocator
A GraphicsResource allocator tracking usage reference and allowing to recycle unused resources based on a recycle policy.
- GraphicsResourceAllocatorExtensions
Extensions for the GraphicsResourceAllocator.
- GraphicsResourceBase
GraphicsResource class
- GraphicsResourceFactoryBase
Base factory for all Graphics resources.
- GraphicsResourceLink
A resource allocated by GraphicsResourceAllocator providing allocation informations.
- Image
Provides method to instantiate an image 1D/2D/3D supporting TextureArray and mipmaps on the CPU or to load/save an image from the disk.
- MipMapDescription
Describes a mipmap.
- PixelBuffer
An unmanaged buffer of pixels.
- PixelBufferArray
Used by Image to provide a selector to a PixelBuffer.
- PixelFormatExtensions
Extensions to PixelFormat.
- PresentationParameters
Describess how data will be displayed to the screen.
- PrimitiveQuad
Primitive quad use to draw an effect on a quad (fullscreen by default). This is directly accessible from the DrawQuad(GraphicsContext, EffectInstance) method.
- RasterizerStates
Known values for RasterizerStateDescription.
- RenderTargetGraphicsPresenter
Graphics presenter for SwapChain.
- ResourceGroup
Contains resources and a constant buffer, that usually change at a given frequency.
- ResourceGroupAllocator
Allocator for resource groups.
- RootSignature
Describes how DescriptorSet will be bound together.
- SamplerState
Describes a sampler state used for texture sampling.
- SamplerStateFactory
Base factory for SamplerState.
- SamplerStateSerializer
Serializer for SamplerState.
- Sprite
A sprite.
- Sprite3DBatch
A batcher for sprite in the 3D world.
- SpriteBatch
Renders a group of sprites.
- SpriteExtensions
A sprite represents a series frames in an atlas forming an animation.
- SpriteFont
SpriteFont to use with SpriteBatch. See SpriteFont to learn how to use it.
- SpriteFrame
A sprite frame represents a single frame a sprite animation. It contains the region of the texture representing the frame and the time it is supposed to be displayed.
- SpriteSheet
A sheet (group) of sprites.
- SwapChainGraphicsPresenter
Graphics presenter for SwapChain.
- Texture
Class used for all Textures (1D, 2D, 3D, DepthStencil, RenderTargets...etc.)
- UIBatch
A utility class to batch and draw UI images.
- VertexDeclaration
The layout of a vertex buffer with a set of VertexElement.
- VertexHelper
An helper class for manipulating vertex buffers on CPU (Generate new vertex attributes...etc.)
- WindowHandle
A platform specific window handle.
Structs
- BatchBase<TDrawInfo>.ElementInfo
The structure containing all the information required to batch one element.
- BlendStateDescription
Describes a blend state.
- BlendStateRenderTargetDescription
Describes the blend state for a render target.
- BufferDescription
Describes a buffer.
- CompiledCommandList
A token for one-time execution of a CommandList by the GraphicsDevice
- DataBox
Provides access to data organized in 3D.
- DataRectangle
Provides a pointer to 2D data.
- DefaultCommandListLock
Used to prevent concurrent uses of CommandList against the main one.
- DepthStencilStateDescription
Describes a depth stencil state.
- DescriptorSet
Contains a list descriptors (such as textures) that can be bound together to the graphics pipeline.
- DescriptorTypeCount
Describes how many descriptor of a specific type will need to be allocated in a DescriptorPool.
- GraphicsDeviceFeatures
Features supported by a GraphicsDevice.
- GraphicsDeviceFeatures.FeaturesPerFormat
The features exposed for a particular format.
- ImageDescription
A description for Image.
- MappedResource
A GPU resource mapped for CPU access. This is returned by using MapSubresource(GraphicsResource, int, MapMode, bool, int, int)
- MipMapCount
A simple wrapper to specify number of mipmaps. Set to true to specify all mipmaps or sets an integer value >= 1 to specify the exact number of mipmaps.
- RasterizerStateDescription
Describes a rasterizer state.
- Rational
Represents a rational number.
- RenderOutputDescription
Describes render targets and depth stencil output formats.
- ResourceGroupBufferUploader
Describes how DescriptorSet maps to real resource binding. This might become a core part of Effect at some point.
- ResourceRegion
Defines a 3D box.
- SamplerStateDescription
Describes a sampler state.
- TextureDescription
A Common description for all textures.
- TextureViewDescription
View description of a Texture.
- Vertex2DPositionTexture
Describes a custom vertex format structure that contains position and UV information.
- VertexBufferBinding
Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device.
- VertexElement
A description of a single element for the input-assembler stage. This structure is related to SharpDX.Direct3D11.InputElement.
- VertexHelper.VertexTransformResult
Result of a vertex buffer transform.
- VertexPosition2
Describes a custom vertex format structure that contains position as a Vector2.
- VertexPositionColorTexture
Describes a custom vertex format structure that contains position and color information.
- VertexPositionColorTextureSwizzle
Describes a custom vertex format structure that contains position, color, texture and swizzle information.
- VertexPositionNormalColor
Describes a custom vertex format structure that contains position, normal and color information.
- VertexPositionNormalTexture
Describes a custom vertex format structure that contains position, normal and texture information.
- VertexPositionTexture
Describes a custom vertex format structure that contains position and color information.
- Viewport
Defines the window dimensions of a render-target surface onto which a 3D volume projects.
Interfaces
- IGraphicsDeviceService
Service providing method to access GraphicsDevice life-cycle.
- IVertex
The base interface for all the vertex data structure.
Enums
- Blend
Blend option. A blend option identifies the data source and an optional pre-blend operation.
- BlendFunction
RGB or alpha blending operation.
- ColorSpace
The colorspace used for textures, materials, lighting...
- ColorWriteChannels
Identify which components of each pixel of a render target are writable during blending.
- CompareFunction
Comparison options.
- CubeMapFace
Defines the faces of a cube map for Cube Texture.
- CullMode
Indicates triangles facing a particular direction are not drawn.
- DepthStencilClearOptions
Specifies the buffer to use when calling Clear.
- DeviceCreationFlags
Describes parameters that are used to create a device.
- DisplayOrientation
Describes the orientation of the display.
- FillMode
Determines the fill mode to use when rendering triangles.
- FormatSupport
Which resources are supported for a given format and given device (see SharpDX.Direct3D11.Device.CheckFormatSupport(SharpDX.DXGI.Format) and SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)).
- GraphicsDeviceStatus
Describes the current status of a GraphicsDevice.
- GraphicsPlatform
The graphics platform.
- GraphicsProfile
Identifies the set of supported devices for the demo based on device capabilities.
- GraphicsResourceLifetimeState
Describes the lifetime state of a graphics resource.
- GraphicsResourceUsage
Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.
- ImageFileType
Image file format used by Save(Stream, ImageFileType)
- ImageOrientation
Defines the possible rotations to apply on image regions.
- IndexElementSize
Size of an index
- MapMode
Describes how the CPU is accessing a GraphicsResource with the MapSubresource(GraphicsResource, int, MapMode, bool, int, int) method.
- MultisampleCount
Multisample count level.
- PixelFormat
Defines various types of pixel formats.
- PresentInterval
Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.
- PrimitiveType
Defines how vertex data is ordered.
- SpriteEffects
Defines sprite mirroring options.
- SpriteSortMode
Defines sprite sort-rendering options.
- StencilOperation
TODO Comments
- SwizzleMode
Specify how to swizzle a vector.
- TextAlignment
Specify the available text alignment when rendering text.
- TextureAddressMode
Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.
- TextureDimension
Defines the dimension of a texture.
- TextureFilter
Filtering options during texture sampling.
- TextureOptions
Resource options for textures.
- UIBatch.PrimitiveType
The primitive type to draw for an element.
- ViewType
Defines how a view is selected from a resource.
Delegates
- GraphicsDevice.CreateSharedData<T>
A delegate called to create shareable data. See remarks.
- GraphicsResourceRecyclePolicyDelegate
A recycle policy to check whether the specified resource must be disposed from a GraphicsResourceAllocator.