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GraphicsDeviceContext.Null.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 #if SILICONSTUDIO_PARADOX_GRAPHICS_API_NULL
4 using System;
5 
6 namespace SiliconStudio.Paradox.Graphics
7 {
8  public partial class GraphicsDevice
9  {
10  protected GraphicsDevice()
11  {
12  }
13 
14  /// <summary>
15  /// Gets or sets the 1st viewport.
16  /// </summary>
17  /// <value>The viewport.</value>
18  public void SetViewport(Viewport viewport)
19  {
20  throw new NotImplementedException();
21  }
22 
23  /// <summary>
24  /// <p>Set the blend state of the output-merger stage.</p>
25  /// </summary>
26  /// <param name="blendState"><dd> <p>Pointer to a blend-state interface (see <strong><see cref="SharpDX.Direct3D11.BlendState"/></strong>). Passing in <strong><c>null</c></strong> implies a default blend state. See remarks for further details.</p> </dd></param>
27  /// <remarks>
28  /// <p>Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the <strong>blend operation</strong> to control where the two pixel values come from and how they are mathematically combined.</p><p>To create a blend-state interface, call <strong><see cref="SharpDX.Direct3D11.Device.CreateBlendState"/></strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state. The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong></td></tr> <tr><td>BlendEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong>[8]</td></tr> <tr><td>SrcBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask[8]</td><td><see cref="SharpDX.Direct3D11.ColorWriteMaskFlags.All"/>[8]</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
29  /// </remarks>
30  public void SetBlendState(BlendState blendState)
31  {
32  throw new NotImplementedException();
33  }
34 
35  /// <summary>
36  /// <p>Set the blend state of the output-merger stage.</p>
37  /// </summary>
38  /// <param name="blendState"><dd> <p>Pointer to a blend-state interface (see <strong><see cref="SharpDX.Direct3D11.BlendState"/></strong>). Passing in <strong><c>null</c></strong> implies a default blend state. See remarks for further details.</p> </dd></param>
39  /// <param name="blendFactor"><dd> <p>Array of blend factors, one for each RGBA component. This requires a blend state object that specifies the <strong><see cref="SharpDX.Direct3D11.BlendOption.BlendFactor"/></strong> option.</p> </dd></param>
40  /// <param name="multiSampleMask"><dd> <p>32-bit sample coverage. The default value is 0xffffffff. See remarks.</p> </dd></param>
41  /// <remarks>
42  /// <p>Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the <strong>blend operation</strong> to control where the two pixel values come from and how they are mathematically combined.</p><p>To create a blend-state interface, call <strong><see cref="SharpDX.Direct3D11.Device.CreateBlendState"/></strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state. The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong></td></tr> <tr><td>BlendEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong>[8]</td></tr> <tr><td>SrcBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask[8]</td><td><see cref="SharpDX.Direct3D11.ColorWriteMaskFlags.All"/>[8]</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
43  /// </remarks>
44  public void SetBlendState(BlendState blendState, Mathematics.Color blendFactor, int multiSampleMask = -1)
45  {
46  throw new NotImplementedException();
47  }
48 
49  /// <summary>
50  /// <p>Set the blend state of the output-merger stage.</p>
51  /// </summary>
52  /// <param name="blendState"><dd> <p>Pointer to a blend-state interface (see <strong><see cref="SharpDX.Direct3D11.BlendState"/></strong>). Passing in <strong><c>null</c></strong> implies a default blend state. See remarks for further details.</p> </dd></param>
53  /// <param name="blendFactor"><dd> <p>Array of blend factors, one for each RGBA component. This requires a blend state object that specifies the <strong><see cref="SharpDX.Direct3D11.BlendOption.BlendFactor"/></strong> option.</p> </dd></param>
54  /// <param name="multiSampleMask"><dd> <p>32-bit sample coverage. The default value is 0xffffffff. See remarks.</p> </dd></param>
55  /// <remarks>
56  /// <p>Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the <strong>blend operation</strong> to control where the two pixel values come from and how they are mathematically combined.</p><p>To create a blend-state interface, call <strong><see cref="SharpDX.Direct3D11.Device.CreateBlendState"/></strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state. The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong></td></tr> <tr><td>BlendEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong>[8]</td></tr> <tr><td>SrcBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask[8]</td><td><see cref="SharpDX.Direct3D11.ColorWriteMaskFlags.All"/>[8]</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
57  /// </remarks>
58  public void SetBlendState(BlendState blendState, Mathematics.Color blendFactor, uint multiSampleMask = 0xFFFFFFFF)
59  {
60  throw new NotImplementedException();
61  }
62 
63 
64  /// <summary>
65  /// Sets the depth-stencil state of the output-merger stage.
66  /// </summary>
67  /// <param name="depthStencilState"><dd> <p>Pointer to a depth-stencil state interface (see <strong><see cref="SharpDX.Direct3D11.DepthStencilState"/></strong>) to bind to the device. Set this to <strong><c>null</c></strong> to use the default state listed in <strong><see cref="SharpDX.Direct3D11.DepthStencilStateDescription"/></strong>.</p> </dd></param>
68  /// <param name="stencilReference"><dd> <p>Reference value to perform against when doing a depth-stencil test. See remarks.</p> </dd></param>
69  /// <remarks>
70  /// <p>To create a depth-stencil state interface, call <strong><see cref="SharpDX.Direct3D11.Device.CreateDepthStencilState"/></strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
71  /// </remarks>
72  public void SetDepthStencilState(DepthStencilState depthStencilState, int stencilReference = 0)
73  {
74  throw new NotImplementedException();
75  }
76 
77  /// <summary>
78  /// <p>Set the <strong>rasterizer state</strong> for the rasterizer stage of the pipeline.</p>
79  /// </summary>
80  /// <param name="rasterizerState">The rasterizser state to set on this device.</param>
81  public void SetRasterizerState(RasterizerState rasterizerState)
82  {
83  throw new NotImplementedException();
84  }
85 
86  /// <summary>
87  /// Binds a single scissor rectangle to the rasterizer stage.
88  /// </summary>
89  /// <param name="left">The left.</param>
90  /// <param name="top">The top.</param>
91  /// <param name="right">The right.</param>
92  /// <param name="bottom">The bottom.</param>
93  /// <remarks>
94  /// <p>All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.</p><p>The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <strong><see cref="SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p><p>Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.</p><p>Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <strong><see cref="SharpDX.Direct3D11.RasterizerStage.SetViewports"/></strong>).</p>
95  /// </remarks>
96  public void SetScissorRectangles(int left, int top, int right, int bottom)
97  {
98  throw new NotImplementedException();
99  }
100 
101  /// <summary>
102  /// Binds a set of scissor rectangles to the rasterizer stage.
103  /// </summary>
104  /// <param name = "scissorRectangles">The set of scissor rectangles to bind.</param>
105  /// <remarks>
106  /// <p>All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.</p><p>The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <strong><see cref="SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p><p>Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.</p><p>Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <strong><see cref="SharpDX.Direct3D11.RasterizerStage.SetViewports"/></strong>).</p>
107  /// </remarks>
108  public unsafe void SetScissorRectangles(params Mathematics.Rectangle[] scissorRectangles)
109  {
110  throw new NotImplementedException();
111  }
112 
113  /// <summary>
114  /// Clears the state.
115  /// </summary>
116  public void ClearState()
117  {
118  throw new NotImplementedException();
119  }
120 
121  /// <summary>
122  /// Marks context as active on the current thread.
123  /// </summary>
124  public void Begin()
125  {
126  }
127 
128  /// <summary>
129  /// Unmarks context as active on the current thread.
130  /// </summary>
131  public void End()
132  {
133  }
134 
135  /// <summary>
136  /// Clears a depth stencil buffer.
137  /// </summary>
138  /// <param name="depthStencilBuffer">The depth stencil buffer.</param>
139  /// <param name="options">Options for clearing a buffer.</param>
140  /// <param name="depth">Set this depth value for the Depth buffer.</param>
141  /// <param name="stencil">Set this stencil value for the Stencil buffer.</param>
142  public void Clear(DepthStencilBuffer depthStencilBuffer, DepthStencilClearOptions options, float depth = 1, byte stencil = 0)
143  {
144  throw new NotImplementedException();
145  }
146 
147  /// <summary>
148  /// Clears a render target.
149  /// </summary>
150  /// <param name="renderTarget">The render target.</param>
151  /// <param name="color">Set this color value for the RenderTarget buffer.</param>
152  public void Clear(RenderTarget renderTarget, Mathematics.Color color)
153  {
154  throw new NotImplementedException();
155  }
156 
157  /// <summary>
158  /// Clears a structured buffer
159  /// </summary>
160  /// <param name="buffer">The structured buffer.</param>
161  /// <param name="value">Set this value for the whole buffer.</param>
162  public void Clear(Buffer buffer, float value)
163  {
164  throw new NotImplementedException();
165  }
166 
167  /// <summary>
168  /// Clears a structured buffer
169  /// </summary>
170  /// <param name="buffer">The structured buffer.</param>
171  /// <param name="value">Set this value for the whole buffer.</param>
172  public void Clear(Buffer buffer, uint value)
173  {
174  throw new NotImplementedException();
175  }
176 
177  /// <summary>
178  /// Clears a structured buffer
179  /// </summary>
180  /// <param name="buffer">The structured buffer.</param>
181  /// <param name="value">Set this value for the whole buffer.</param>
182  public void Clear(Buffer buffer, int value)
183  {
184  throw new NotImplementedException();
185  }
186 
187  /// <summary>
188  /// Clears a texture with unordered access.
189  /// </summary>
190  /// <param name="texture">The texture with unordered access.</param>
191  /// <param name="value">Set this value for the whole buffer.</param>
192  public void Clear(Texture texture, float value)
193  {
194  throw new NotImplementedException();
195  }
196 
197  /// <summary>
198  /// Clears a texture with unordered access.
199  /// </summary>
200  /// <param name="texture">The texture with unordered access.</param>
201  /// <param name="value">Set this value for the whole buffer.</param>
202  public void Clear(Texture texture, uint value)
203  {
204  throw new NotImplementedException();
205  }
206 
207  /// <summary>
208  /// Clears a texture with unordered access.
209  /// </summary>
210  /// <param name="texture">The texture with unordered access.</param>
211  /// <param name="value">Set this value for the whole buffer.</param>
212  public void Clear(Texture texture, int value)
213  {
214  throw new NotImplementedException();
215  }
216 
217  public void EnableProfile(bool enabledFlag)
218  {
219  throw new NotImplementedException();
220  }
221 
222  public void BeginProfile(Framework.Mathematics.Color profileColor, string name)
223  {
224  throw new NotImplementedException();
225  }
226 
227  public void EndProfile()
228  {
229  throw new NotImplementedException();
230  }
231 
232  internal void UpdateSubresource(GraphicsResource resource, int subResourceIndex, DataBox databox)
233  {
234  throw new NotImplementedException();
235  }
236 
237  internal void UpdateSubresource(GraphicsResource resource, int subResourceIndex, DataBox databox, ResourceRegion region)
238  {
239  throw new NotImplementedException();
240  }
241 
242  public DataBox MapSubresource(GraphicsResource resource, int subResourceIndex, MapMode mapMode)
243  {
244  throw new NotImplementedException();
245  }
246 
247  public void UnmapSubresource(GraphicsResource resource, int subResourceIndex)
248  {
249  throw new NotImplementedException();
250  }
251 
252  /// <summary>
253  /// Execute a compute shader from a thread group.
254  /// </summary>
255  /// <param name="threadCountX">The number of groups dispatched in the x direction.</param>
256  /// <param name="threadCountY">The number of groups dispatched in the y direction.</param>
257  /// <param name="threadCountZ">The number of groups dispatched in the w direction.</param>
258  public void Dispatch(int threadCountX, int threadCountY, int threadCountZ)
259  {
260  throw new NotImplementedException();
261  }
262 
263  /// <summary>
264  /// Execute a compute shader from a thread group using arguments stored in the <see cref="IIndirectBuffer"/>.
265  /// </summary>
266  /// <param name="indirectBuffer">Buffer storing arguments of the standard dispatch method (threadCountX/Y/Z).</param>
267  /// <param name="offsetInBytes">Offset to start to read the arguments from the indirect buffer.</param>
268  public void Dispatch(Buffer indirectBuffer, int offsetInBytes)
269  {
270  throw new NotImplementedException();
271  }
272 
273  /// <summary>
274  /// Copies the current count of structured elements from a structured buffer to an <see cref="IIndirectBuffer"/>.
275  /// </summary>
276  /// <param name="sourceBuffer">The structured buffer</param>
277  /// <param name="destBuffer">The indirect buffer</param>
278  /// <param name="offsetToDest">Offset into the indirect buffer to write arguments to</param>
279  public void CopyCount(Buffer sourceBuffer, Buffer destBuffer, int offsetToDest)
280  {
281  throw new NotImplementedException();
282  }
283 
284  /// <summary>
285  /// Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams.
286  /// </summary>
287  /// <param name="primitiveType">Describes the type of primitive to render.</param>
288  /// <param name="vertexCount">Number of vertex to render.</param>
289  /// <param name="startVertex">Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer.</param>
290  public void Draw(PrimitiveType primitiveType, int vertexCount, int startVertex = 0)
291  {
292  throw new NotImplementedException();
293  }
294 
295  /// <summary>
296  /// Renders a sequence of indexed geometric primitives from the current set of data input streams.
297  /// </summary>
298  /// <param name="primitiveType">Describes the type of primitive to render.</param>
299  /// <param name="indexCount">Number of index to render.</param>
300  /// <param name="startIndex">The start index.</param>
301  /// <param name="startVertex">Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer.</param>
302  public void DrawIndexed(PrimitiveType primitiveType, int indexCount, int startIndex = 0, int startVertex = 0)
303  {
304  throw new NotImplementedException();
305  }
306 
307  /// <summary>
308  /// Copies a graphics resource to a destination resource.
309  /// </summary>
310  /// <param name="source">The source resource.</param>
311  /// <param name="destination">The destination resource.</param>
312  public void Copy(GraphicsResource source, GraphicsResource destination)
313  {
314  throw new NotImplementedException();
315  }
316 
317  /// <summary>
318  /// Unsets the render targets.
319  /// </summary>
320  public void UnsetRenderTargets()
321  {
322  throw new NotImplementedException();
323  }
324 
325  /// <summary>
326  /// Executes the command list.
327  /// </summary>
328  /// <param name="commandList">The command list.</param>
329  public void ExecuteCommandList(ICommandList commandList)
330  {
331  throw new NotImplementedException();
332  }
333 
334  /// <summary>
335  /// Finishes the command list.
336  /// </summary>
337  /// <returns></returns>
338  public ICommandList FinishCommandList()
339  {
340  throw new NotImplementedException();
341  }
342 
343  /// <summary>
344  /// Sets multiple stream output targets to this GraphicsDevice.
345  /// </summary>
346  /// <param name="buffers">The stream output buffers.</param>
347  public void SetStreamTargets(params Buffer[] buffers)
348  {
349  throw new NotImplementedException();
350  }
351 
352  /// <summary>
353  /// Sets a new depth stencil buffer and multiple render targets to this GraphicsDevice.
354  /// </summary>
355  /// <param name="depthStencilBuffer">The depth stencil buffer.</param>
356  /// <param name="renderTargets">The render targets.</param>
357  public void SetRenderTargets(DepthStencilBuffer depthStencilBuffer,
358  params RenderTarget[] renderTargets)
359  {
360  throw new NotImplementedException();
361  }
362 
363  /// <summary>
364  /// Sets a vertex array object.
365  /// </summary>
366  /// <param name="vertexArrayObject">The vertex array object.</param>
367  public void SetVertexArrayObject(VertexArrayObject vertexArrayObject)
368  {
369  throw new NotImplementedException();
370  }
371 
372  /// <summary>
373  /// Sets a constant buffer to the shader pipeline.
374  /// </summary>
375  /// <param name="stage">The shader stage.</param>
376  /// <param name="slot">The binding slot.</param>
377  /// <param name="buffer">The constant buffer to set.</param>
378  public void SetConstantBuffer(ShaderStage stage, int slot, Buffer buffer)
379  {
380  throw new NotImplementedException();
381  }
382 
383  /// <summary>
384  /// Sets a sampler state to the shader pipeline.
385  /// </summary>
386  /// <param name="stage">The shader stage.</param>
387  /// <param name="slot">The binding slot.</param>
388  /// <param name="samplerState">The sampler state to set.</param>
389  public void SetSamplerState(ShaderStage stage, int slot, SamplerState samplerState)
390  {
391  throw new NotImplementedException();
392  }
393 
394  /// <summary>
395  /// Sets a shader resource view to the shader pipeline.
396  /// </summary>
397  /// <param name="stage">The shader stage.</param>
398  /// <param name="slot">The binding slot.</param>
399  /// <param name="shaderResourceView">The shader resource view.</param>
400  public void SetShaderResourceView(ShaderStage stage, int slot, GraphicsResource shaderResourceView)
401  {
402  throw new NotImplementedException();
403  }
404 
405  /// <summary>
406  /// Sets an unordered access view to the shader pipeline.
407  /// </summary>
408  /// <param name="stage">The stage.</param>
409  /// <param name="slot">The slot.</param>
410  /// <param name="unorderedAccessView">The unordered access view.</param>
411  /// <exception cref="System.ArgumentException">Invalid stage.;stage</exception>
412  public void SetUnorderedAccessView(ShaderStage stage, int slot, GraphicsResource unorderedAccessView)
413  {
414  throw new NotImplementedException();
415  }
416 
417  /// <summary>
418  /// Unsets the read/write buffers.
419  /// </summary>
420  public void UnsetReadWriteBuffers()
421  {
422  throw new NotImplementedException();
423  }
424  }
425 }
426 #endif
SiliconStudio.Paradox.Graphics.Buffer Buffer
Definition: BasicEffect.cs:15
ShaderStage
Enum to specify shader stage.
Definition: ShaderStage.cs:12
SiliconStudio.Paradox.Graphics.PrimitiveType PrimitiveType
MapMode
Describes how the cpu is accessing a GraphicsResource with the GraphicsDeviceContext.Map method.
Definition: MapMode.cs:8
DepthStencilClearOptions
Specifies the buffer to use when calling Clear.