Namespace Evergine.Common.Graphics
Classes
ArrayHelpers
Class containing useful methods for manipulating arrays.
BlendStates
Default known values for BlendStateDescription.
Bone
Represents a bone object in a model.
Buffer
This class represents a buffer resource.
BufferParameterBinding
This class represents a parameter property of a constant buffer. Used in WebGL1 and OpenGL ES 2.0.
CommandBuffer
A command buffer stores commands until the buffer is committed for execution by the GPU. Command buffers are transient, single-use objects and do not support reuse.
CommandQueue
A pool of CommandBuffer() objects.
ComputePipelineState
This class represents the GPU graphics pipeline.
ComputeShaderStateDescription
This structure contains all the shader stages.
DepthStencilStates
Default known values for DepthStencilStateDescription.
ErrorMessage
Class containing an error message.
ExtensionMethods
Extension methods.
FrameBuffer
This class represents which color texture and depth texture are rendered to present.
GraphicsContext
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and generates shaders.
GraphicsContextCapabilities
Abstract class that provides the capabilities of the graphics context.
GraphicsPipelineState
This class represents the GPU graphics pipeline.
GraphicsResource
A resource interface that provides common actions for all resources.
GraphicsShaderStateDescription
This structure contains all the shader stages.
Helpers
Miscellaneous helper methods for graphic operations.
InputLayouts
This class contains the descriptions of vertex input layout.
LODContent
The level of detail content.
LayoutDescription
A generic description of vertex inputs to the device's input assembler stage. This object describes the inputs from a single vertex buffer.
PipelineState
This class represents the GPU graphics pipeline.
PrimitiveTopologyExtension
Helper methods for primitive topologies.
PrimitiveTopologyExtensions
Primitive topology extensions.
QueryHeap
This class represents a query heap resource.
RasterizerStates
Default known values for RasterizerStateDescription.
RenderLayerDescription
The render layer description class.
ResourceFactory
This Factory allows creating GPU device resources.
ResourceLayout
This class represents a set of bindable resources.
ResourceSet
This class describes the elements within a ResourceLayout.
SamplerState
This class represents a sampler state.
SamplerStates
Describes a sample state.
Shader
This class represents a single shader program.
ShaderStagesHelpers
Helpers for the ShaderStages enum.
ShaderStateDescription
Shader state description.
Surface
Represents a control/widget on a WindowsSystem.
SwapChain
An instance of the SwapChain.
Texture
This class represents a Texture graphics resource.
UploadBuffer
This abstract class represents a strategy to quickly upload buffers to the GPU.
ValidationLayer
The graphics validation layer.
Window
Represents a Window in the WindowsSystem.
WindowsSystem
Represents a specific UI toolkits.
Structs
BlendStateDescription
Describes the blend state.
BlendStateRenderTargetDescription
Describes the blending state.
BufferDescription
Contains properties that describe the characteristics of a new buffer object.
ClearValue
Structure that specifies a clear value.
Color
Represents a 32-bit color.
CompilationResult
This struct represents the result of a compilation process in a shader.
CompilerParameters
This struct represents the parameters used by the shader compiler.
ComputePipelineDescription
Contains properties that describe the characteristics of a new pipeline state object.
DataBox
Provides access to data organized in 3D space.
DepthStencilOperationDescription
Stencil operations that can be performed based on the results of the stencil test.
DepthStencilStateDescription
Describes the depth-stencil state.
DirectionalLightStruct
Struct with aligned data for sending directional light to the shader.
ElementDescription
Describes an individual component of a vertex.
FrameBufferAttachment
Contains properties that describe a framebuffer texture attachment.
GammaColor
Represents a 32-bit color in gamma space.
GraphicsPipelineDescription
Contains properties that describe the characteristics of a new pipeline state object.
IndirectDispatchArgs
Struct representing the indirect dispatching of a Command Buffer.
IndirectDrawArgsIndexedInstanced
Struct containing the information of an indirect indexed and instanced draw call.
IndirectDrawArgsInstanced
The arguments of an instance indirect draw call.
LayoutElementDescription
This class represents a shader resource binding.
LightStruct
Struct with aligned data for sending light to the shader.
LinearColor
Represents a 32-bit color in linear space.
MappedResource
The resource that has been mapped.
OutputAttachmentDescription
Contains properties that describe the characteristics of a new pipeline state object.
OutputDescription
Contains properties that describe the characteristics of a new pipeline state object.
PointLightStruct
Struct with aligned data for sending a point light to the shader.
QueryHeapDescription
Contains properties that describe the characteristics of a new query heap object.
RasterizerStateDescription
Describes a rasterizer state.
RenderPassDescription
Structure specifying render pass beginning information.
RenderStateDescription
This struct represents all the parameters in the render states.
ResourceLayoutDescription
This class describes the elements within a ResourceLayout.
ResourceSetDescription
This class describes the elements within a ResourceLayout.
SamplerStateDescription
Describes a sampling state.
SemanticStruct
Struct that contains information about the semantic type and index.
ShaderDescription
This struct represents all parameters required to create a new shader.
SkeletonJointContent
A skeletal joint.
SpotLightStruct
Struct with aligned data for sending a spotlight to the shader.
SubResourceInfo
Struct containing the subresource information.
SurfaceInfo
Surface information structure.
SwapChainDescription
Represents the required information to create a new swapchain depending on the platform.
TextureDescription
Describes a 2D texture.
Viewport
Abstracts a viewport used to define rendering regions.
Enums
AddressMode
Specifies the texture addressing mode.
AnisotropyLevel
Specifies the level of anisotropic filtering.
BillboardType
Specifies a billboard behavior.
Blend
Blend factors, which modulate values for the pixel shader and the render target.
BlendMode
Specifies the alpha blending mode.
BlendOperation
RGB or alpha blending operation.
BlendStateEnum
The default values of the blend state.
BufferFlags
Identifies how to bind a buffer.
BufferParameterBinding.BufferParameterType
The type of the buffer parameter.
ClearFlags
Specifies the clearing modes for FrameBuffer.
ClipDepth
Defines the type of depth in the clip space depth.
ColorWriteChannels
Identifies which components of each pixel of a render target are writable during blending.
CommandBuffer.CommandBufferState
Available states for a command buffer.
CommandQueueType
Specifies the element type of a CommandQueue.
ComparisonFunction
Comparison options.
CompilationMode
An enumeration.
CullMode
Specifies the polygon culling mode.
DepthBias
Specifies polygon depth bias.
DepthMode
Specifies depth reading/writing mode.
DepthStencilStateEnum
The default values for the depth stencil state.
ElementFormat
Vertex element format.
ElementSemanticType
Specifies the semantic meaning of a vertex element.
FillMode
Primary fill mode.
FlipMode
Indicates the flip mode of a sprite, billboard, etc.
GraphicsBackend
The specified graphics low-level API used by the GraphicsContext.
GraphicsProfile
Identifies a set of device capabilities.
IndexFormat
The indexed data format.
MapMode
Specifies how a graphics resource will be mapped into CPU address space.
MatrixMajorness
Indicates the major ordering of the matrix in this backend.
MultiviewStrategy
Indicates the strategy used to render multiple views.
PixelFormat
The pixel format type.
PrimitiveTopology
Defines how the pipeline interprets vertex data bound to the input-assembler stage. These primitive topology values determine how the vertex data is rendered on the screen.
QueryType
Specifies the type of the query.
RasterizeStateEnum
Enumeration of the rasterizer states.
ResourceCpuAccess
Specifies the types of CPU access allowed for a resource.
ResourceType
Represents the shader resource type.
ResourceUsage
Identifies the expected texture use during rendering.
SamplerBorderColor
Comparison options.
SamplerStateEnum
The default values for the sampler state.
ShaderStages
Specifies the use of a resource in shaders.
SortMode
Specifies the sort order.
SpriteDrawMode
Specifies the texture addressing mode.
StencilOperation
The stencil operations that can be performed during depth and stencil testing.
SurfaceInfo.SurfaceTypes
Surface technologies.
TextureAddressMode
Identifies a technique for resolving texture coordinates that are outside the boundaries of a texture.
TextureFilter
Filters options during texture sampling.
TextureFlags
Identifies how to bind a texture.
TextureOptionFlags
Identifies the expected texture usage during rendering.
TextureSampleCount
Describes the number of samples used in a Texture.
TextureType
The texture type.
ValidationLayer.NotifyMethod
The supported notification methods.
ValidationLayer.Severity
Severity enumeration.
VertexElementUsage
Specifies the usage of the vertex element.
VertexStepFunction
The frequency with which the vertex function fetches attribute data.
Delegates
ValidationLayer.NotifyAction
The Notify delegate function.