Paradox Game Engine  v1.0.0 beta06
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Package SiliconStudio.Paradox.Graphics

Namespaces

package  Data
 
package  DataOld
 
package  Font
 
package  Internals
 
package  Regression
 

Classes

class  BatchBase< TDrawInfo >
 Base class to batch a group of draw calls into one. More...
 
class  BlendState
 Describes a blend state. More...
 
struct  BlendStateDescription
 Describes a blend state. More...
 
class  BlendStateFactory
 Base factory for BlendState. More...
 
struct  BlendStateRenderTargetDescription
 Describes the blend state for a render target. More...
 
class  BlendStateSerializer
 
class  Buffer
 All-in-One Buffer class linked SharpDX.Direct3D11.Buffer. More...
 
class  Buffer< T >
 A buffer with typed information. More...
 
struct  BufferDescription
 Describes a buffer. More...
 
struct  DataBox
 Provides access to data organized in 3D. More...
 
struct  DataPointer
 
struct  DataRectangle
 Provides a pointer to 2D data. More...
 
class  DDS
 
class  DDSHelper
 
class  DepthStencilBuffer
 Depth stencil buffer More...
 
class  DepthStencilState
 Contains depth-stencil state for the device. More...
 
struct  DepthStencilStateDescription
 Describes a depth stencil state. More...
 
class  DepthStencilStateFactory
 Base factory for IDepthStencilState. More...
 
class  DepthStencilStateSerializer
 
struct  DepthStencilStencilOpDescription
 
class  DisplayMode
 Describes the display mode. More...
 
class  DynamicSpriteFontDataConverter
 
class  Effect
 
class  EffectConverter
 
class  EffectInputSignature
 Describes an input signature for an Effect. More...
 
class  EffectProgram
 
class  FakeBlendState
 Fake blend state (Description should be valid). More...
 
class  FakeDepthStencilState
 
class  FakeRasterizerState
 Fake rasterizer state (Description should be valid). More...
 
class  FakeSamplerState
 Fake sampler state (Description should be valid). More...
 
class  FakeTexture
 
class  FakeTexture2D
 Fake 2D texture (URL should point to Image). More...
 
class  FrameworkResources
 A strongly-typed resource class, for looking up localized strings, etc.
 
class  GameFontSystem
 The game system in charge of calling FontSystem.
 
class  GeometricMeshData< T >
 A geometric data. More...
 
class  GeometricMultiTexcoordPrimitive
 A geometric primitive. Use Sphere to learn how to use it. More...
 
class  GeometricPrimitive
 A geometric primitive. Use Cube, Cylinder, GeoSphere, Plane, Sphere, Teapot, Torus. See Draw+vertices to learn how to use it. More...
 
class  GeometricPrimitive< T >
 A geometric primitive used to draw a simple model built from a set of vertices and indices. More...
 
class  GraphicsAdapter
 This class represents a graphics adapter. More...
 
class  GraphicsAdapterFactory
 Factory for GraphicsAdapter. More...
 
class  GraphicsDevice
 Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class. More...
 
class  GraphicsDeviceExtensions
 Extensions for the GraphicsDevice More...
 
struct  GraphicsDeviceFeatures
 Features supported by a GraphicsDevice. More...
 
class  GraphicsException
 
class  GraphicsFactory
 Root factory for all Graphics components. More...
 
class  GraphicsOutput
 
class  GraphicsPresenter
 This class is a frontend to SwapChain and SwapChain1. More...
 
class  GraphicsResource
 GraphicsResource abstract class More...
 
class  GraphicsResourceBase
 
class  GraphicsResourceFactoryBase
 Base factory for all Graphics resources. More...
 
struct  GraphicsResourceMap
 Structured returned by GraphicsDeviceContext.Map. More...
 
interface  ICommandList
 
interface  IGraphicsDeviceService
 Service providing method to access GraphicsDevice life-cycle. More...
 
class  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. More...
 
struct  ImageDescription
 A description for Image. More...
 
class  ImageFragment
 A region of an image. More...
 
class  ImageGroup< T >
 A group of images. More...
 
class  ImageHelper
 
class  ImageSerializer
 
class  IndexBufferBinding
 
interface  IVertex
 The base interface for all the vertex data structure. More...
 
struct  MappedResource
 A GPU resource mapped for CPU access. This is returned by using GraphicsDevice.MapSubresource More...
 
struct  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. More...
 
class  MipMapDescription
 Describes a mipmap. More...
 
class  NamespaceDoc
 The SiliconStudio.Paradox.Graphics namespace contains types that provides a unified Graphics API for Direct3D, OpenGL and OpenGLES. More...
 
struct  OpenGLShaderBytecodeData
 
class  PixelBuffer
 An unmanaged buffer of pixels. More...
 
class  PixelBufferArray
 Used by Image to provide a selector to a PixelBuffer. More...
 
class  PixelFormatExtensions
 Extensions to PixelFormat. More...
 
class  PresentationParameters
 Describess how data will be displayed to the screen. More...
 
class  PrimitiveQuad
 Primitive quad use to draw an effect on a quad (fullscreen by default). This is directly accessible from the GraphicsDevice.DrawQuad method. More...
 
class  PrimitiveTypeExtensions
 
class  RasterizerState
 
struct  RasterizerStateDescription
 Describes a rasterizer state. More...
 
class  RasterizerStateFactory
 Base factory for RasterizerState. More...
 
class  RasterizerStateSerializer
 
struct  Rational
 
class  RenderTarget
 A renderable texture view. More...
 
class  RenderTargetGraphicsPresenter
 Graphics presenter for SwapChain. More...
 
struct  ResourceRegion
 
class  ResumeManager
 
class  SamplerState
 
struct  SamplerStateDescription
 Describes a sampler state. More...
 
class  SamplerStateFactory
 Base factory for SamplerState. More...
 
class  SamplerStateSerializer
 
class  Shader
 
class  SimpleEffect
 
class  Sprite
 A sprite represents a series frames in an atlas forming an animation. More...
 
class  SpriteBatch
 Renders a group of sprites. More...
 
class  SpriteEffect
 
class  SpriteFont
 SpriteFont to use with SpriteBatch. See SpriteFont to learn how to use it. More...
 
class  SpriteFontData
 Data for a SpriteFont object. More...
 
class  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. More...
 
class  SpriteGroup
 Represent of group of Sprite More...
 
class  StandardImageHelper
 This class is responsible to provide image loader for png, gif, bmp. More...
 
class  StaticSpriteFontData
 Data for a static SpriteFont object that supports kerning. More...
 
class  StaticSpriteFontDataConverter
 
class  Texture
 Base class for texture resources. More...
 
class  Texture1D
 A Texture 1D frontend to SharpDX.Direct3D11.Texture1D. More...
 
class  Texture2D
 A Texture 2D frontend to SharpDX.Direct3D11.Texture2D. More...
 
class  Texture2DBase
 A Texture 2D frontend to SharpDX.Direct3D11.Texture2D. More...
 
class  Texture3D
 A Texture 3D frontend to SharpDX.Direct3D11.Texture3D. More...
 
class  TextureCube
 A TextureCube frontend to SharpDX.Direct3D11.Texture2D. More...
 
struct  TextureDescription
 A Common description for all textures. More...
 
class  UIBatch
 A utility class to batch and draw UI images. More...
 
class  UIEffect
 
class  UIEffectSeparateAlpha
 
class  VertexArrayObject
 
struct  VertexBufferBinding
 Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device. More...
 
class  VertexDeclaration
 The layout of a vertex buffer with a set of VertexElement. More...
 
struct  VertexElement
 A description of a single element for the input-assembler stage. This structure is related to Direct3D11.InputElement. More...
 
class  VertexElementUsage
 
class  VertexElementValidator
 
struct  VertexElementWithOffset
 
struct  VertexPosition2
 Describes a custom vertex format structure that contains position as a Vector2. More...
 
struct  VertexPositionColorTexture
 Describes a custom vertex format structure that contains position and color information. More...
 
struct  VertexPositionColorTextureSwizzle
 Describes a custom vertex format structure that contains position, color, texture and swizzle information. More...
 
struct  VertexPositionNormalColor
 Describes a custom vertex format structure that contains position, normal and color information. More...
 
struct  VertexPositionNormalTangentMultiTexture
 Describes a custom vertex format structure that contains position, color and 10 texture coordinates information. More...
 
struct  VertexPositionNormalTexture
 Describes a custom vertex format structure that contains position, normal and texture information. More...
 
struct  VertexPositionTexture
 Describes a custom vertex format structure that contains position and color information. More...
 
struct  Viewport
 Defines the window dimensions of a render-target surface onto which a 3D volume projects. More...
 
class  WindowHandle
 A platform specific window handle. More...
 

Enumerations

enum  CompareFunction {
  CompareFunction.Never = 1, CompareFunction.Less = 2, CompareFunction.Equal = 3, CompareFunction.LessEqual = 4,
  CompareFunction.Greater = 5, CompareFunction.NotEqual = 6, CompareFunction.GreaterEqual = 7, CompareFunction.Always = 8
}
 Comparison options. More...
 
enum  DisplayOrientation { DisplayOrientation.Default = 0, DisplayOrientation.LandscapeLeft = 1, DisplayOrientation.LandscapeRight = 2, DisplayOrientation.Portrait = 4 }
 Describes the orientation of the display. More...
 
enum  GraphicsPlatform { GraphicsPlatform.Direct3D11, GraphicsPlatform.OpenGL, GraphicsPlatform.OpenGLES }
 The graphics platform. More...
 
enum  GraphicsProfile {
  GraphicsProfile.Level_9_1 = 0x9100, GraphicsProfile.Level_9_2 = 0x9200, GraphicsProfile.Level_9_3 = 0x9300, GraphicsProfile.Level_10_0 = 0xA000,
  GraphicsProfile.Level_10_1 = 0xA100, GraphicsProfile.Level_11_0 = 0xB000, GraphicsProfile.Level_11_1 = 0xB100, GraphicsProfile.Level_11_2 = 0xB200
}
 Identifies the set of supported devices for the demo based on device capabilities. More...
 
enum  ImageFileType {
  ImageFileType.Paradox, ImageFileType.Dds, ImageFileType.Png, ImageFileType.Gif,
  ImageFileType.Jpg, ImageFileType.Bmp, ImageFileType.Tiff, ImageFileType.Wmp,
  ImageFileType.Tga
}
 Image file format used by Image.Save(string,SiliconStudio.Paradox.Graphics.ImageFileType) More...
 
enum  PixelFormat {
  PixelFormat.None = unchecked((int)0), PixelFormat.R32G32B32A32_Typeless = unchecked((int)1), PixelFormat.R32G32B32A32_Float = unchecked((int)2), PixelFormat.R32G32B32A32_UInt = unchecked((int)3),
  PixelFormat.R32G32B32A32_SInt = unchecked((int)4), PixelFormat.R32G32B32_Typeless = unchecked((int)5), PixelFormat.R32G32B32_Float = unchecked((int)6), PixelFormat.R32G32B32_UInt = unchecked((int)7),
  PixelFormat.R32G32B32_SInt = unchecked((int)8), PixelFormat.R16G16B16A16_Typeless = unchecked((int)9), PixelFormat.R16G16B16A16_Float = unchecked((int)10), PixelFormat.R16G16B16A16_UNorm = unchecked((int)11),
  PixelFormat.R16G16B16A16_UInt = unchecked((int)12), PixelFormat.R16G16B16A16_SNorm = unchecked((int)13), PixelFormat.R16G16B16A16_SInt = unchecked((int)14), PixelFormat.R32G32_Typeless = unchecked((int)15),
  PixelFormat.R32G32_Float = unchecked((int)16), PixelFormat.R32G32_UInt = unchecked((int)17), PixelFormat.R32G32_SInt = unchecked((int)18), PixelFormat.R32G8X24_Typeless = unchecked((int)19),
  PixelFormat.D32_Float_S8X24_UInt = unchecked((int)20), PixelFormat.R32_Float_X8X24_Typeless = unchecked((int)21), PixelFormat.X32_Typeless_G8X24_UInt = unchecked((int)22), PixelFormat.R10G10B10A2_Typeless = unchecked((int)23),
  PixelFormat.R10G10B10A2_UNorm = unchecked((int)24), PixelFormat.R10G10B10A2_UInt = unchecked((int)25), PixelFormat.R11G11B10_Float = unchecked((int)26), PixelFormat.R8G8B8A8_Typeless = unchecked((int)27),
  PixelFormat.R8G8B8A8_UNorm = unchecked((int)28), PixelFormat.R8G8B8A8_UNorm_SRgb = unchecked((int)29), PixelFormat.R8G8B8A8_UInt = unchecked((int)30), PixelFormat.R8G8B8A8_SNorm = unchecked((int)31),
  PixelFormat.R8G8B8A8_SInt = unchecked((int)32), PixelFormat.R16G16_Typeless = unchecked((int)33), PixelFormat.R16G16_Float = unchecked((int)34), PixelFormat.R16G16_UNorm = unchecked((int)35),
  PixelFormat.R16G16_UInt = unchecked((int)36), PixelFormat.R16G16_SNorm = unchecked((int)37), PixelFormat.R16G16_SInt = unchecked((int)38), PixelFormat.R32_Typeless = unchecked((int)39),
  PixelFormat.D32_Float = unchecked((int)40), PixelFormat.R32_Float = unchecked((int)41), PixelFormat.R32_UInt = unchecked((int)42), PixelFormat.R32_SInt = unchecked((int)43),
  PixelFormat.R24G8_Typeless = unchecked((int)44), PixelFormat.D24_UNorm_S8_UInt = unchecked((int)45), PixelFormat.R24_UNorm_X8_Typeless = unchecked((int)46), PixelFormat.X24_Typeless_G8_UInt = unchecked((int)47),
  PixelFormat.R8G8_Typeless = unchecked((int)48), PixelFormat.R8G8_UNorm = unchecked((int)49), PixelFormat.R8G8_UInt = unchecked((int)50), PixelFormat.R8G8_SNorm = unchecked((int)51),
  PixelFormat.R8G8_SInt = unchecked((int)52), PixelFormat.R16_Typeless = unchecked((int)53), PixelFormat.R16_Float = unchecked((int)54), PixelFormat.D16_UNorm = unchecked((int)55),
  PixelFormat.R16_UNorm = unchecked((int)56), PixelFormat.R16_UInt = unchecked((int)57), PixelFormat.R16_SNorm = unchecked((int)58), PixelFormat.R16_SInt = unchecked((int)59),
  PixelFormat.R8_Typeless = unchecked((int)60), PixelFormat.R8_UNorm = unchecked((int)61), PixelFormat.R8_UInt = unchecked((int)62), PixelFormat.R8_SNorm = unchecked((int)63),
  PixelFormat.R8_SInt = unchecked((int)64), PixelFormat.A8_UNorm = unchecked((int)65), PixelFormat.R1_UNorm = unchecked((int)66), PixelFormat.R9G9B9E5_Sharedexp = unchecked((int)67),
  PixelFormat.R8G8_B8G8_UNorm = unchecked((int)68), PixelFormat.G8R8_G8B8_UNorm = unchecked((int)69), PixelFormat.BC1_Typeless = unchecked((int)70), PixelFormat.BC1_UNorm = unchecked((int)71),
  PixelFormat.BC1_UNorm_SRgb = unchecked((int)72), PixelFormat.BC2_Typeless = unchecked((int)73), PixelFormat.BC2_UNorm = unchecked((int)74), PixelFormat.BC2_UNorm_SRgb = unchecked((int)75),
  PixelFormat.BC3_Typeless = unchecked((int)76), PixelFormat.BC3_UNorm = unchecked((int)77), PixelFormat.BC3_UNorm_SRgb = unchecked((int)78), PixelFormat.BC4_Typeless = unchecked((int)79),
  PixelFormat.BC4_UNorm = unchecked((int)80), PixelFormat.BC4_SNorm = unchecked((int)81), PixelFormat.BC5_Typeless = unchecked((int)82), PixelFormat.BC5_UNorm = unchecked((int)83),
  PixelFormat.BC5_SNorm = unchecked((int)84), PixelFormat.B5G6R5_UNorm = unchecked((int)85), PixelFormat.B5G5R5A1_UNorm = unchecked((int)86), PixelFormat.B8G8R8A8_UNorm = unchecked((int)87),
  PixelFormat.B8G8R8X8_UNorm = unchecked((int)88), PixelFormat.R10G10B10_Xr_Bias_A2_UNorm = unchecked((int)89), PixelFormat.B8G8R8A8_Typeless = unchecked((int)90), PixelFormat.B8G8R8A8_UNorm_SRgb = unchecked((int)91),
  PixelFormat.B8G8R8X8_Typeless = unchecked((int)92), PixelFormat.B8G8R8X8_UNorm_SRgb = unchecked((int)93), PixelFormat.BC6H_Typeless = unchecked((int)94), PixelFormat.BC6H_Uf16 = unchecked((int)95),
  PixelFormat.BC6H_Sf16 = unchecked((int)96), PixelFormat.BC7_Typeless = unchecked((int)97), PixelFormat.BC7_UNorm = unchecked((int)98), PixelFormat.BC7_UNorm_SRgb = unchecked((int)99),
  PixelFormat.PVRTC_2bpp_RGB = unchecked((int)1024), PixelFormat.PVRTC_2bpp_RGBA = unchecked((int)1025), PixelFormat.PVRTC_4bpp_RGB = unchecked((int)1026), PixelFormat.PVRTC_4bpp_RGBA = unchecked((int)1027),
  PixelFormat.PVRTC_II_2bpp = unchecked((int)1028), PixelFormat.PVRTC_II_4bpp = unchecked((int)1029), PixelFormat.ETC1 = unchecked((int)1088), PixelFormat.ETC2_RGB = unchecked((int)1089),
  PixelFormat.ETC2_RGBA = unchecked((int)1090), PixelFormat.ETC2_RGB_A1 = unchecked((int)1091), PixelFormat.EAC_R11_Unsigned = unchecked((int)1092), PixelFormat.EAC_R11_Signed = unchecked((int)1093),
  PixelFormat.EAC_RG11_Unsigned = unchecked((int)1094), PixelFormat.EAC_RG11_Signed = unchecked((int)1095), PixelFormat.ATC_RGB = unchecked((int)1120), PixelFormat.ATC_RGBA_Explicit = unchecked((int)1121),
  PixelFormat.ATC_RGBA_Interpolated = unchecked((int)1122)
}
 Defines various types of pixel formats. More...
 
enum  TextureAddressMode {
  TextureAddressMode.Wrap = 1, TextureAddressMode.Mirror = 2, TextureAddressMode.Clamp = 3, TextureAddressMode.Border = 4,
  TextureAddressMode.MirrorOnce = 5
}
 Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. More...
 
enum  TextureDimension { TextureDimension.Texture1D, TextureDimension.Texture2D, TextureDimension.Texture3D, TextureDimension.TextureCube }
 Defines the dimension of a texture. More...
 
enum  TextureFilter {
  TextureFilter.Point = 0, TextureFilter.MinMagPointMipLinear = 1, TextureFilter.MinPointMagLinearMipPoint = 4, TextureFilter.MinPointMagMipLinear = 5,
  TextureFilter.MinLinearMagMipPoint = 16, TextureFilter.MinLinearMagPointMipLinear = 17, TextureFilter.MinMagLinearMipPoint = 20, TextureFilter.Linear = 21,
  TextureFilter.Anisotropic = 85, TextureFilter.ComparisonPoint = 128, TextureFilter.ComparisonMinMagPointMipLinear = 129, TextureFilter.ComparisonMinPointMagLinearMipPoint = 132,
  TextureFilter.ComparisonMinPointMagMipLinear = 133, TextureFilter.ComparisonMinLinearMagMipPoint = 144, TextureFilter.ComparisonMinLinearMagPointMipLinear = 145, TextureFilter.ComparisonMinMagLinearMipPoint = 148,
  TextureFilter.ComparisonLinear = 149, TextureFilter.ComparisonAnisotropic = 213
}
 Filtering options during texture sampling. More...
 
enum  Blend {
  Blend.Zero = 1, Blend.One = 2, Blend.SourceColor = 3, Blend.InverseSourceColor = 4,
  Blend.SourceAlpha = 5, Blend.InverseSourceAlpha = 6, Blend.DestinationAlpha = 7, Blend.InverseDestinationAlpha = 8,
  Blend.DestinationColor = 9, Blend.InverseDestinationColor = 10, Blend.SourceAlphaSaturate = 11, Blend.BlendFactor = 14,
  Blend.InverseBlendFactor = 15, Blend.SecondarySourceColor = 16, Blend.InverseSecondarySourceColor = 17, Blend.SecondarySourceAlpha = 18,
  Blend.InverseSecondarySourceAlpha = 19
}
 Blend option. A blend option identifies the data source and an optional pre-blend operation. More...
 
enum  BlendFunction {
  BlendFunction.Add = 1, BlendFunction.Subtract = 2, BlendFunction.ReverseSubtract = 3, BlendFunction.Min = 4,
  BlendFunction.Max = 5
}
 RGB or alpha blending operation. More...
 
enum  BufferFlags {
  BufferFlags.None = 0, BufferFlags.ConstantBuffer = 1, BufferFlags.IndexBuffer = 2, BufferFlags.VertexBuffer = 4,
  BufferFlags.RenderTarget = 8, BufferFlags.ShaderResource = 16, BufferFlags.UnorderedAccess = 32, BufferFlags.StructuredBuffer = 64,
  BufferFlags.StructuredAppendBuffer = UnorderedAccess | StructuredBuffer | 128, BufferFlags.StructuredCounterBuffer = UnorderedAccess | StructuredBuffer | 256, BufferFlags.RawBuffer = 512, BufferFlags.ArgumentBuffer = 1024
}
 
enum  ColorWriteChannels {
  ColorWriteChannels.None = 0, ColorWriteChannels.Red = 1, ColorWriteChannels.Green = 2, ColorWriteChannels.Blue = 4,
  ColorWriteChannels.Alpha = 8, ColorWriteChannels.All = Alpha | Blue | Green | Red
}
 Identify which components of each pixel of a render target are writable during blending. More...
 
enum  CubeMapFace {
  CubeMapFace.PositiveX, CubeMapFace.NegativeX, CubeMapFace.PositiveY, CubeMapFace.NegativeY,
  CubeMapFace.PositiveZ, CubeMapFace.NegativeZ
}
 Defines the faces of a cube map for TextureCube. More...
 
enum  CullMode { CullMode.None = 1, CullMode.Front = 2, CullMode.Back = 3 }
 Indicates triangles facing a particular direction are not drawn. More...
 
enum  DepthStencilClearOptions { DepthStencilClearOptions.DepthBuffer = 1, DepthStencilClearOptions.Stencil = 2 }
 Specifies the buffer to use when calling Clear. More...
 
enum  DeviceCreationFlags : int { DeviceCreationFlags.Debug = unchecked((int)2), DeviceCreationFlags.BgraSupport = unchecked((int)32), DeviceCreationFlags.VideoSupport = unchecked((int)2048), DeviceCreationFlags.None = unchecked((int)0) }
 
enum  FillMode : int { FillMode.Wireframe = unchecked((int)2), FillMode.Solid = unchecked((int)3) }
 
enum  FormatSupport : int {
  FormatSupport.Buffer = unchecked((int)1), FormatSupport.InputAssemblyVertexBuffer = unchecked((int)2), FormatSupport.InputAssemblyIndexBuffer = unchecked((int)4), FormatSupport.StreamOutputBuffer = unchecked((int)8),
  FormatSupport.Texture1D = unchecked((int)16), FormatSupport.Texture2D = unchecked((int)32), FormatSupport.Texture3D = unchecked((int)64), FormatSupport.TextureCube = unchecked((int)128),
  FormatSupport.ShaderLoad = unchecked((int)256), FormatSupport.ShaderSample = unchecked((int)512), FormatSupport.ShaderSampleComparison = unchecked((int)1024), FormatSupport.ShaderSampleMonoText = unchecked((int)2048),
  FormatSupport.Mip = unchecked((int)4096), FormatSupport.MipAutogen = unchecked((int)8192), FormatSupport.RenderTarget = unchecked((int)16384), FormatSupport.Blendable = unchecked((int)32768),
  FormatSupport.DepthStencil = unchecked((int)65536), FormatSupport.CpuLockable = unchecked((int)131072), FormatSupport.MultisampleResolve = unchecked((int)262144), FormatSupport.Display = unchecked((int)524288),
  FormatSupport.CastWithinBitLayout = unchecked((int)1048576), FormatSupport.MultisampleRendertarget = unchecked((int)2097152), FormatSupport.MultisampleLoad = unchecked((int)4194304), FormatSupport.ShaderGather = unchecked((int)8388608),
  FormatSupport.BackBufferCast = unchecked((int)16777216), FormatSupport.TypedUnorderedAccessView = unchecked((int)33554432), FormatSupport.ShaderGatherComparison = unchecked((int)67108864), FormatSupport.None = unchecked((int)0)
}
 
enum  GraphicsDeviceStatus {
  GraphicsDeviceStatus.Normal, GraphicsDeviceStatus.Removed, GraphicsDeviceStatus.Hung, GraphicsDeviceStatus.Reset,
  GraphicsDeviceStatus.InternalError, GraphicsDeviceStatus.InvalidCall
}
 Describes the current status of a GraphicsDevice. More...
 
enum  GraphicsResourceLifetimeState { GraphicsResourceLifetimeState.Active = 0, GraphicsResourceLifetimeState.Paused = 1, GraphicsResourceLifetimeState.Destroyed = 2 }
 Describes the lifetime state of a graphics resource. More...
 
enum  GraphicsResourceUsage { GraphicsResourceUsage.Default = unchecked((int)0), GraphicsResourceUsage.Immutable = unchecked((int)1), GraphicsResourceUsage.Dynamic = unchecked((int)2), GraphicsResourceUsage.Staging = unchecked((int)3) }
 Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU. More...
 
enum  ImageOrientation { ImageOrientation.AsIs = 0, ImageOrientation.Rotated90 = 1 }
 Defines the possible rotations to apply on image regions. More...
 
enum  IndexElementSize { IndexElementSize.Int16 = 2, IndexElementSize.Int32 = 4 }
 Size of an index More...
 
enum  MapMode {
  MapMode.Read = 1, MapMode.Write = 2, MapMode.ReadWrite = 3, MapMode.WriteDiscard = 4,
  MapMode.WriteNoOverwrite = 5
}
 Describes how the cpu is accessing a GraphicsResource with the GraphicsDeviceContext.Map method. More...
 
enum  MSAALevel { MSAALevel.None = 1, MSAALevel.X2 = 2, MSAALevel.X4 = 4, MSAALevel.X8 = 8 }
 Multisample count level. More...
 
enum  PresentInterval { PresentInterval.Immediate = 0, PresentInterval.Default = One, PresentInterval.One = 1, PresentInterval.Two = 2 }
 Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. More...
 
enum  PrimitiveType {
  PrimitiveType.Undefined = unchecked((int)0), PrimitiveType.PointList = unchecked((int)1), PrimitiveType.LineList = unchecked((int)2), PrimitiveType.LineStrip = unchecked((int)3),
  PrimitiveType.TriangleList = unchecked((int)4), PrimitiveType.TriangleStrip = unchecked((int)5), PrimitiveType.LineListWithAdjacency = unchecked((int)10), PrimitiveType.LineStripWithAdjacency = unchecked((int)11),
  PrimitiveType.TriangleListWithAdjacency = unchecked((int)12), PrimitiveType.TriangleStripWithAdjacency = unchecked((int)13), PrimitiveType.PatchList = unchecked((int)33)
}
 Defines how vertex data is ordered. More...
 
enum  SpriteEffects { SpriteEffects.None = 0, SpriteEffects.FlipHorizontally = 1, SpriteEffects.FlipVertically = 3, SpriteEffects.FlipBoth = 2 }
 Defines sprite mirroring options. More...
 
enum  SpriteSortMode {
  SpriteSortMode.Deferred, SpriteSortMode.Immediate, SpriteSortMode.Texture, SpriteSortMode.BackToFront,
  SpriteSortMode.FrontToBack
}
 Defines sprite sort-rendering options. More...
 
enum  StencilOperation {
  StencilOperation.Keep = 1, StencilOperation.Zero = 2, StencilOperation.Replace = 3, StencilOperation.IncrementSaturation = 4,
  StencilOperation.DecrementSaturation = 5, StencilOperation.Invert = 6, StencilOperation.Increment = 7, StencilOperation.Decrement = 8
}
 TODO Comments More...
 
enum  SwizzleMode { SwizzleMode.None = 0, SwizzleMode.RRRR = 1, SwizzleMode.XXXX = RRRR }
 Specify how to swizzle a vector. More...
 
enum  TextAlignment { TextAlignment.Left, TextAlignment.Center, TextAlignment.Right }
 Specify the available text alignment when rendering text. More...
 
enum  TextureFlags {
  TextureFlags.None = 0, TextureFlags.ShaderResource = 1, TextureFlags.RenderTarget = 2, TextureFlags.UnorderedAccess = 4,
  TextureFlags.DepthStencil = 8
}
 
enum  ViewType { ViewType.Full = 0, ViewType.Single = 1, ViewType.ArrayBand = 2, ViewType.MipBand = 3 }
 Defines how a view is selected from a resource. More...
 

Enumeration Type Documentation

Blend option. A blend option identifies the data source and an optional pre-blend operation.

Blend options are specified in a BlendState.

Enumerator
Zero 

The data source is the color black (0, 0, 0, 0). No pre-blend operation.

One 

The data source is the color white (1, 1, 1, 1). No pre-blend operation.

SourceColor 

The data source is color data (RGB) from a pixel shader. No pre-blend operation.

InverseSourceColor 

The data source is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB.

SourceAlpha 

The data source is alpha data (A) from a pixel shader. No pre-blend operation.

InverseSourceAlpha 

The data source is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A.

DestinationAlpha 

The data source is alpha data from a rendertarget. No pre-blend operation.

InverseDestinationAlpha 

The data source is alpha data from a rendertarget. The pre-blend operation inverts the data, generating 1 - A.

DestinationColor 

The data source is color data from a rendertarget. No pre-blend operation.

InverseDestinationColor 

The data source is color data from a rendertarget. The pre-blend operation inverts the data, generating 1 - RGB.

SourceAlphaSaturate 

The data source is alpha data from a pixel shader. The pre-blend operation clamps the data to 1 or less.

BlendFactor 

The data source is the blend factor set with GraphicsDevice.BlendStates. No pre-blend operation.

InverseBlendFactor 

The data source is the blend factor set with GraphicsDevice.SetBlendState. The pre-blend operation inverts the blend factor, generating 1 - blend_factor.

SecondarySourceColor 

The data sources are both color data output by a pixel shader. There is no pre-blend operation. This options supports dual-source color blending.

InverseSecondarySourceColor 

The data sources are both color data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This options supports dual-source color blending.

SecondarySourceAlpha 

The data sources are alpha data output by a pixel shader. There is no pre-blend operation. This options supports dual-source color blending.

InverseSecondarySourceAlpha 

The data sources are alpha data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This options supports dual-source color blending.

Definition at line 14 of file Blend.cs.

RGB or alpha blending operation.

The runtime implements RGB blending and alpha blending separately. Therefore, blend state requires separate blend operations for RGB data and alpha data. These blend operations are specified in a BlendState.

Enumerator
Add 

Add source 1 and source 2.

Subtract 

Subtract source 1 from source 2.

ReverseSubtract 

Subtract source 2 from source 1.

Min 

Find the minimum of source 1 and source 2.

Max 

Find the maximum of source 1 and source 2.

Definition at line 14 of file BlendFunction.cs.

Enumerator
None 

Creates a none buffer.

This is equivalent to BindFlags.None.

ConstantBuffer 

Creates a constant buffer.

IndexBuffer 

Creates an index buffer.

VertexBuffer 

Creates a vertex buffer.

RenderTarget 

Creates a render target buffer.

ShaderResource 

Creates a buffer usable as a ShaderResourceView.

UnorderedAccess 

Creates an unordered access buffer.

StructuredBuffer 

Creates a structured buffer.

StructuredAppendBuffer 

Creates a structured buffer that supports unordered acccess and append.

StructuredCounterBuffer 

Creates a structured buffer that supports unordered acccess and counter.

RawBuffer 

Creates a raw buffer.

ArgumentBuffer 

Creates an indirect arguments buffer.

Definition at line 10 of file BufferFlags.cs.

Identify which components of each pixel of a render target are writable during blending.

These flags can be combined with a bitwise OR and is used in BlendState.

Enumerator
None 

None of the data are stored.

Red 

Allow data to be stored in the red component.

Green 

Allow data to be stored in the green component.

Blue 

Allow data to be stored in the blue component.

Alpha 

Allow data to be stored in the alpha component.

All 

Allow data to be stored in all components.

Definition at line 16 of file ColorWriteChannels.cs.

Comparison options.

A comparison option determines whether how the runtime compares source (new) data against destination (existing) data before storing the new data. The comparison option is declared in a description before an object is created. The API allows you to set a comparison option for a depth-stencil buffer (see IDepthStencilState), depth-stencil operations, or sampler state (see SamplerState).

Enumerator
Never 

Never pass the comparison.

Less 

If the source data is less than the destination data, the comparison passes.

Equal 

If the source data is equal to the destination data, the comparison passes.

LessEqual 

If the source data is less than or equal to the destination data, the comparison passes.

Greater 

If the source data is greater than the destination data, the comparison passes.

NotEqual 

If the source data is not equal to the destination data, the comparison passes.

GreaterEqual 

If the source data is greater than or equal to the destination data, the comparison passes.

Always 

Always pass the comparison.

Definition at line 16 of file CompareFunction.cs.

Defines the faces of a cube map for TextureCube.

Enumerator
PositiveX 

Positive x-face of the cube map.

NegativeX 

Negative x-face of the cube map.

PositiveY 

Positive y-face of the cube map.

NegativeY 

Negative y-face of the cube map.

PositiveZ 

Positive z-face of the cube map.

NegativeZ 

Negative z-face of the cube map.

Definition at line 10 of file CubeMapFace.cs.

Indicates triangles facing a particular direction are not drawn.

This enumeration is part of a rasterizer-state object description (see RasterizerState).

Enumerator
None 

Always draw all triangles.

Front 

Do not draw triangles that are front-facing.

Back 

Do not draw triangles that are back-facing.

Definition at line 14 of file CullMode.cs.

Specifies the buffer to use when calling Clear.

Enumerator
DepthBuffer 

A depth buffer.

Stencil 

A stencil buffer.

Definition at line 11 of file DepthStencilClearOptions.cs.

Describes parameters that are used to create a device.

Enumerator
Debug 

Creates a device that supports the debug layer.

BgraSupport 

Required for Direct2D interoperability with Direct3D resource.

VideoSupport 

Forces the creation of the Direct3D device to fail if the display driver is not implemented to the WDDM for Windows Developer Preview (WDDM 1.2). When the display driver is not implemented to WDDM 1.2, only a Direct3D device that is created with feature level 9.1, 9.2, or 9.3 supports video; therefore, if this flag is set, the runtime creates the Direct3D device only for feature level 9.1, 9.2, or 9.3. We recommend not to specify this flag for applications that want to favor Direct3D capability over video. If feature level 10 and higher is available, the runtime will use that feature level regardless of video support.

If this flag is set, device creation on the Basic Render Device (BRD) will succeed regardless of the BRD's missing support for video decode. This is because the Media Foundation video stack operates in software mode on BRD. In this situation, if you force the video stack to create the Direct3D device twice (create the device once with this flag, next discover BRD, then again create the device without the flag), you actually degrade performance.

If you attempt to create a Direct3D device with driver type SharpDX.Direct3D.DriverType.Null, SharpDX.Direct3D.DriverType.Reference, or SharpDX.Direct3D.DriverType.Software, device creation fails at any feature level because none of the associated drivers provide video capability. If you attempt to create a Direct3D device with driver type SharpDX.Direct3D.DriverType.Warp, device creation succeeds to allow software fallback for video.

Direct 3D 11:??This value is not supported until Direct3D 11.1.

None 

None.

Definition at line 11 of file DeviceCreationFlags.cs.

Describes the orientation of the display.

Enumerator
Default 

The default value for the orientation.

LandscapeLeft 

Displays in landscape mode to the left.

LandscapeRight 

Displays in landscape mode to the right.

Portrait 

Displays in portrait mode.

Definition at line 34 of file DisplayOrientation.cs.

Determines the fill mode to use when rendering triangles.

This enumeration is part of a rasterizer-state object description (see RasterizerStateDescription).

Enumerator
Wireframe 

Draw lines connecting the vertices. Adjacent vertices are not drawn.

Solid 

Fill the triangles formed by the vertices. Adjacent vertices are not drawn.

Definition at line 14 of file FillMode.cs.

Which resources are supported for a given format and given device (see SharpDX.Direct3D11.Device.CheckFormatSupport and SharpDX.Direct3D11.Device.CheckFeatureSupport).

Enumerator
Buffer 

No documentation.

InputAssemblyVertexBuffer 

No documentation.

InputAssemblyIndexBuffer 

No documentation.

StreamOutputBuffer 

No documentation.

Texture1D 

No documentation.

Texture2D 

No documentation.

Texture3D 

No documentation.

TextureCube 

No documentation.

ShaderLoad 

No documentation.

ShaderSample 

No documentation.

ShaderSampleComparison 

No documentation.

ShaderSampleMonoText 

No documentation.

Mip 

No documentation.

MipAutogen 

No documentation.

RenderTarget 

No documentation.

Blendable 

No documentation.

DepthStencil 

No documentation.

CpuLockable 

No documentation.

MultisampleResolve 

No documentation.

Display 

No documentation.

CastWithinBitLayout 

No documentation.

MultisampleRendertarget 

No documentation.

MultisampleLoad 

No documentation.

ShaderGather 

No documentation.

BackBufferCast 

No documentation.

TypedUnorderedAccessView 

No documentation.

ShaderGatherComparison 

No documentation.

None 

None.

Definition at line 11 of file FormatSupport.cs.

Describes the current status of a GraphicsDevice.

Enumerator
Normal 

The device is running fine.

Removed 

The video card has been physically removed from the system, or a driver upgrade for the video card has occurred. The application should destroy and recreate the device.

Hung 

The application's device failed due to badly formed commands sent by the application. This is an design-time issue that should be investigated and fixed.

Reset 

The device failed due to a badly formed command. This is a run-time issue; The application should destroy and recreate the device.

InternalError 

The driver encountered a problem and was put into the device removed state.

InvalidCall 

The application provided invalid parameter data; this must be debugged and fixed before the application is released.

Definition at line 29 of file GraphicsDeviceStatus.cs.

The graphics platform.

Enumerator
Direct3D11 

HLSL Direc3D Shader.

OpenGL 

GLSL OpenGL Shader.

OpenGLES 

GLSL OpenGL ES Shader.

Definition at line 11 of file GraphicsPlatform.cs.

Identifies the set of supported devices for the demo based on device capabilities.

Enumerator
Level_9_1 

DirectX9 support (HLSL 3.0)

Level_9_2 

DirectX9 support (HLSL 3.0)

Level_9_3 

DirectX9 support (HLSL 3.0)

Level_10_0 

DirectX10 support (HLSL 4.0, Geometry Shader)

Level_10_1 

DirectX10.1 support (HLSL 4.1, Geometry Shader)

Level_11_0 

DirectX11 support (HLSL 5.0, Compute Shaders, Domain/Hull Shaders)

Level_11_1 

DirectX11.1 support (HLSL 5.0, Compute Shaders, Domain/Hull Shaders)

Level_11_2 

DirectX11.2 support (HLSL 5.0, Compute Shaders, Domain/Hull Shaders)

Definition at line 11 of file GraphicsProfile.cs.

Describes the lifetime state of a graphics resource.

Enumerator
Active 

Resource is active and available for use.

Paused 

Resource is in a reduced state (partially or completely destroyed) because application is in the background. Context should still be alive. This is useful for freeing dynamic resources such as FBO, that could be easily restored when application is resumed.

Destroyed 

Resource has been destroyed due to graphics device being destroyed. It will need to be recreated or reloaded when rendering resume.

Definition at line 8 of file GraphicsResourceState.cs.

Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.

Enumerator
Default 

A resource that requires read and write access by the GPU. This is likely to be the most common usage choice.

Immutable 

A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU. This type of resource must be initialized when it is created, since it cannot be changed after creation.

Dynamic 

A resource that is accessible by both the GPU (read only) and the CPU (write only). A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame. To update a dynamic resource, use a Map method.

Staging 

A resource that supports data transfer (copy) from the GPU to the CPU.

Definition at line 11 of file GraphicsResourceUsage.cs.

Image file format used by Image.Save(string,SiliconStudio.Paradox.Graphics.ImageFileType)

Enumerator
Paradox 

Paradox image file.

Dds 

A DDS file.

Png 

A PNG file.

Gif 

A GIF file.

Jpg 

A JPG file.

Bmp 

A BMP file.

Tiff 

A TIFF file.

Wmp 

A WMP file.

Tga 

A TGA File.

Definition at line 28 of file ImageFileType.cs.

Defines the possible rotations to apply on image regions.

Enumerator
AsIs 

The image region is taken as is.

Rotated90 

The image is rotated of the 90 degrees (clockwise) in the source texture.

Definition at line 6 of file ImageOrientation.cs.

Size of an index

Enumerator
Int16 
Int32 

Definition at line 8 of file IndexElementSize.cs.

Describes how the cpu is accessing a GraphicsResource with the GraphicsDeviceContext.Map method.

Enumerator
Read 

Resource is mapped for reading.

The resource must have been created with usage GraphicsResourceUsage.Staging.

Write 

Resource is mapped for writing.

The resource must have been created with usage GraphicsResourceUsage.Dynamic or GraphicsResourceUsage.Staging.

ReadWrite 

Resource is mapped for read-write.

The resource must have been created with usage GraphicsResourceUsage.Staging.

WriteDiscard 

Resource is mapped for writing; the previous contents of the resource will be undefined.

The resource must have been created with usage GraphicsResourceUsage.Dynamic.

WriteNoOverwrite 

Resource is mapped for writing; the existing contents of the resource cannot be overwritten.

This flag is only valid on vertex and index buffers.

Definition at line 8 of file MapMode.cs.

Multisample count level.

Enumerator
None 

No multisample.

X2 

Multisample count of 2 pixels.

X4 

Multisample count of 4 pixels.

X8 

Multisample count of 8 pixels.

Definition at line 29 of file MSAALevel.cs.

Defines various types of pixel formats.

Enumerator
None 

The format is not known.

R32G32B32A32_Typeless 

A four-component, 128-bit typeless format that supports 32 bits per channel including alpha. 1

R32G32B32A32_Float 

A four-component, 128-bit floating-point format that supports 32 bits per channel including alpha. 1

R32G32B32A32_UInt 

A four-component, 128-bit unsigned-integer format that supports 32 bits per channel including alpha. 1

R32G32B32A32_SInt 

A four-component, 128-bit signed-integer format that supports 32 bits per channel including alpha. 1

R32G32B32_Typeless 

A three-component, 96-bit typeless format that supports 32 bits per color channel.

R32G32B32_Float 

A three-component, 96-bit floating-point format that supports 32 bits per color channel.

R32G32B32_UInt 

A three-component, 96-bit unsigned-integer format that supports 32 bits per color channel.

R32G32B32_SInt 

A three-component, 96-bit signed-integer format that supports 32 bits per color channel.

R16G16B16A16_Typeless 

A four-component, 64-bit typeless format that supports 16 bits per channel including alpha.

R16G16B16A16_Float 

A four-component, 64-bit floating-point format that supports 16 bits per channel including alpha.

R16G16B16A16_UNorm 

A four-component, 64-bit unsigned-normalized-integer format that supports 16 bits per channel including alpha.

R16G16B16A16_UInt 

A four-component, 64-bit unsigned-integer format that supports 16 bits per channel including alpha.

R16G16B16A16_SNorm 

A four-component, 64-bit signed-normalized-integer format that supports 16 bits per channel including alpha.

R16G16B16A16_SInt 

A four-component, 64-bit signed-integer format that supports 16 bits per channel including alpha.

R32G32_Typeless 

A two-component, 64-bit typeless format that supports 32 bits for the red channel and 32 bits for the green channel.

R32G32_Float 

A two-component, 64-bit floating-point format that supports 32 bits for the red channel and 32 bits for the green channel.

R32G32_UInt 

A two-component, 64-bit unsigned-integer format that supports 32 bits for the red channel and 32 bits for the green channel.

R32G32_SInt 

A two-component, 64-bit signed-integer format that supports 32 bits for the red channel and 32 bits for the green channel.

R32G8X24_Typeless 

A two-component, 64-bit typeless format that supports 32 bits for the red channel, 8 bits for the green channel, and 24 bits are unused.

D32_Float_S8X24_UInt 

A 32-bit floating-point component, and two unsigned-integer components (with an additional 32 bits). This format supports 32-bit depth, 8-bit stencil, and 24 bits are unused.

R32_Float_X8X24_Typeless 

A 32-bit floating-point component, and two typeless components (with an additional 32 bits). This format supports 32-bit red channel, 8 bits are unused, and 24 bits are unused.

X32_Typeless_G8X24_UInt 

A 32-bit typeless component, and two unsigned-integer components (with an additional 32 bits). This format has 32 bits unused, 8 bits for green channel, and 24 bits are unused.

R10G10B10A2_Typeless 

A four-component, 32-bit typeless format that supports 10 bits for each color and 2 bits for alpha.

R10G10B10A2_UNorm 

A four-component, 32-bit unsigned-normalized-integer format that supports 10 bits for each color and 2 bits for alpha.

R10G10B10A2_UInt 

A four-component, 32-bit unsigned-integer format that supports 10 bits for each color and 2 bits for alpha.

R11G11B10_Float 

Three partial-precision floating-point numbers encoded into a single 32-bit value (a variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There are no sign bits, and there is a 5-bit biased (15) exponent for each channel, 6-bit mantissa for R and G, and a 5-bit mantissa for B, as shown in the following illustration.

R8G8B8A8_Typeless 

A four-component, 32-bit typeless format that supports 8 bits per channel including alpha.

R8G8B8A8_UNorm 

A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha.

R8G8B8A8_UNorm_SRgb 

A four-component, 32-bit unsigned-normalized integer sRGB format that supports 8 bits per channel including alpha.

R8G8B8A8_UInt 

A four-component, 32-bit unsigned-integer format that supports 8 bits per channel including alpha.

R8G8B8A8_SNorm 

A four-component, 32-bit signed-normalized-integer format that supports 8 bits per channel including alpha.

R8G8B8A8_SInt 

A four-component, 32-bit signed-integer format that supports 8 bits per channel including alpha.

R16G16_Typeless 

A two-component, 32-bit typeless format that supports 16 bits for the red channel and 16 bits for the green channel.

R16G16_Float 

A two-component, 32-bit floating-point format that supports 16 bits for the red channel and 16 bits for the green channel.

R16G16_UNorm 

A two-component, 32-bit unsigned-normalized-integer format that supports 16 bits each for the green and red channels.

R16G16_UInt 

A two-component, 32-bit unsigned-integer format that supports 16 bits for the red channel and 16 bits for the green channel.

R16G16_SNorm 

A two-component, 32-bit signed-normalized-integer format that supports 16 bits for the red channel and 16 bits for the green channel.

R16G16_SInt 

A two-component, 32-bit signed-integer format that supports 16 bits for the red channel and 16 bits for the green channel.

R32_Typeless 

A single-component, 32-bit typeless format that supports 32 bits for the red channel.

D32_Float 

A single-component, 32-bit floating-point format that supports 32 bits for depth.

R32_Float 

A single-component, 32-bit floating-point format that supports 32 bits for the red channel.

R32_UInt 

A single-component, 32-bit unsigned-integer format that supports 32 bits for the red channel.

R32_SInt 

A single-component, 32-bit signed-integer format that supports 32 bits for the red channel.

R24G8_Typeless 

A two-component, 32-bit typeless format that supports 24 bits for the red channel and 8 bits for the green channel.

D24_UNorm_S8_UInt 

A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for stencil.

R24_UNorm_X8_Typeless 

A 32-bit format, that contains a 24 bit, single-component, unsigned-normalized integer, with an additional typeless 8 bits. This format has 24 bits red channel and 8 bits unused.

X24_Typeless_G8_UInt 

A 32-bit format, that contains a 24 bit, single-component, typeless format, with an additional 8 bit unsigned integer component. This format has 24 bits unused and 8 bits green channel.

R8G8_Typeless 

A two-component, 16-bit typeless format that supports 8 bits for the red channel and 8 bits for the green channel.

R8G8_UNorm 

A two-component, 16-bit unsigned-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.

R8G8_UInt 

A two-component, 16-bit unsigned-integer format that supports 8 bits for the red channel and 8 bits for the green channel.

R8G8_SNorm 

A two-component, 16-bit signed-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.

R8G8_SInt 

A two-component, 16-bit signed-integer format that supports 8 bits for the red channel and 8 bits for the green channel.

R16_Typeless 

A single-component, 16-bit typeless format that supports 16 bits for the red channel.

R16_Float 

A single-component, 16-bit floating-point format that supports 16 bits for the red channel.

D16_UNorm 

A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for depth.

R16_UNorm 

A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for the red channel.

R16_UInt 

A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel.

R16_SNorm 

A single-component, 16-bit signed-normalized-integer format that supports 16 bits for the red channel.

R16_SInt 

A single-component, 16-bit signed-integer format that supports 16 bits for the red channel.

R8_Typeless 

A single-component, 8-bit typeless format that supports 8 bits for the red channel.

R8_UNorm 

A single-component, 8-bit unsigned-normalized-integer format that supports 8 bits for the red channel.

R8_UInt 

A single-component, 8-bit unsigned-integer format that supports 8 bits for the red channel.

R8_SNorm 

A single-component, 8-bit signed-normalized-integer format that supports 8 bits for the red channel.

R8_SInt 

A single-component, 8-bit signed-integer format that supports 8 bits for the red channel.

A8_UNorm 

A single-component, 8-bit unsigned-normalized-integer format for alpha only.

R1_UNorm 

A single-component, 1-bit unsigned-normalized integer format that supports 1 bit for the red channel. 2.

R9G9B9E5_Sharedexp 

Three partial-precision floating-point numbers encoded into a single 32-bit value all sharing the same 5-bit exponent (variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There is no sign bit, and there is a shared 5-bit biased (15) exponent and a 9-bit mantissa for each channel, as shown in the following illustration. 2.

R8G8_B8G8_UNorm 

A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the UYVY format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. 3

G8R8_G8B8_UNorm 

A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the YUY2 format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. 3

BC1_Typeless 

Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC1_UNorm 

Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC1_UNorm_SRgb 

Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC2_Typeless 

Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC2_UNorm 

Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC2_UNorm_SRgb 

Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC3_Typeless 

Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC3_UNorm 

Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC3_UNorm_SRgb 

Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC4_Typeless 

One-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC4_UNorm 

One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC4_SNorm 

One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC5_Typeless 

Two-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC5_UNorm 

Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC5_SNorm 

Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.

B5G6R5_UNorm 

A three-component, 16-bit unsigned-normalized-integer format that supports 5 bits for blue, 6 bits for green, and 5 bits for red.

B5G5R5A1_UNorm 

A four-component, 16-bit unsigned-normalized-integer format that supports 5 bits for each color channel and 1-bit alpha.

B8G8R8A8_UNorm 

A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8-bit alpha.

B8G8R8X8_UNorm 

A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8 bits unused.

R10G10B10_Xr_Bias_A2_UNorm 

A four-component, 32-bit 2.8-biased fixed-point format that supports 10 bits for each color channel and 2-bit alpha.

B8G8R8A8_Typeless 

A four-component, 32-bit typeless format that supports 8 bits for each channel including alpha. 4

B8G8R8A8_UNorm_SRgb 

A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each channel including alpha. 4

B8G8R8X8_Typeless 

A four-component, 32-bit typeless format that supports 8 bits for each color channel, and 8 bits are unused. 4

B8G8R8X8_UNorm_SRgb 

A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each color channel, and 8 bits are unused. 4

BC6H_Typeless 

A typeless block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC6H_Uf16 

A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC6H_Sf16 

A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC7_Typeless 

A typeless block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC7_UNorm 

A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.

BC7_UNorm_SRgb 

A block-compression format. 4 For information about block-compression formats, see Texture Block Compression in Direct3D 11.

PVRTC_2bpp_RGB 

A block-compression format. For information about block-compression formats, see Texture Block Compression in PowerVC Texture Compression.

PVRTC_2bpp_RGBA 
PVRTC_4bpp_RGB 
PVRTC_4bpp_RGBA 
PVRTC_II_2bpp 
PVRTC_II_4bpp 
ETC1 
ETC2_RGB 
ETC2_RGBA 
ETC2_RGB_A1 
EAC_R11_Unsigned 
EAC_R11_Signed 
EAC_RG11_Unsigned 
EAC_RG11_Signed 
ATC_RGB 
ATC_RGBA_Explicit 
ATC_RGBA_Interpolated 

Definition at line 32 of file PixelFormat.cs.

Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.

Enumerator
Immediate 

The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains.

Default 

Equivalent to setting One.

One 

The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). Present operations are not affected more frequently than the screen refresh rate; the runtime completes one Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains.

Two 

The driver waits for the vertical retrace period. Present operations are not affected more frequently than every second screen refresh.

Definition at line 8 of file PresentInterval.cs.

Defines how vertex data is ordered.

Enumerator
Undefined 

No documentation.

PointList 

No documentation.

LineList 

The data is ordered as a sequence of line segments; each line segment is described by two new vertices. The count may be any positive integer.

LineStrip 

The data is ordered as a sequence of line segments; each line segment is described by one new vertex and the last vertex from the previous line seqment. The count may be any positive integer.

TriangleList 

The data is ordered as a sequence of triangles; each triangle is described by three new vertices. Back-face culling is affected by the current winding-order render state.

TriangleStrip 

The data is ordered as a sequence of triangles; each triangle is described by two new vertices and one vertex from the previous triangle. The back-face culling flag is flipped automatically on even-numbered

LineListWithAdjacency 

No documentation.

LineStripWithAdjacency 

No documentation.

TriangleListWithAdjacency 

No documentation.

TriangleStripWithAdjacency 

No documentation.

PatchList 

Definition at line 12 of file PrimitiveType.cs.

Defines sprite mirroring options.

Description is taken from original XNA SpriteEffects class.

Enumerator
None 

No rotations specified.

FlipHorizontally 

Rotate 180 degrees around the Y axis before rendering.

FlipVertically 

Rotate 180 degrees around the X axis before rendering.

FlipBoth 

Rotate 180 degrees around both the X and Y axis before rendering.

Definition at line 14 of file SpriteEffects.cs.

Defines sprite sort-rendering options.

Description is taken from original XNA SpriteBatch class.

Enumerator
Deferred 

Sprites are not drawn until End is called. End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to Draw were received. This mode allows Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode.

Immediate 

Begin will apply new graphics device settings, and sprites will be drawn within each Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings.

Texture 

Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth.

BackToFront 

Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths.

FrontToBack 

Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths.

Definition at line 11 of file SpriteSortMode.cs.

TODO Comments

Enumerator
Keep 
Zero 
Replace 
IncrementSaturation 
DecrementSaturation 
Invert 
Increment 
Decrement 

Definition at line 11 of file StencilOperation.cs.

Specify how to swizzle a vector.

Enumerator
None 

Take the vector as is.

RRRR 

Take the only the red component of the vector.

XXXX 

Take the only the x component of the vector.

Definition at line 8 of file SwizzleMode.cs.

Specify the available text alignment when rendering text.

Enumerator
Left 

The text will aligned on the left border.

Center 

The text will be centered.

Right 

The text will be aligned on the right border.

Definition at line 8 of file TextAlignment.cs.

Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.

Enumerator
Wrap 

Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.

Mirror 

Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on.

Clamp 

Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.

Border 

Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in SamplerState or HLSL code.

MirrorOnce 

Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.

Definition at line 11 of file TextureAddressMode.cs.

Defines the dimension of a texture.

Enumerator
Texture1D 

The texture dimension is 1D.

Texture2D 

The texture dimension is 2D.

Texture3D 

The texture dimension is 3D.

TextureCube 

The texture dimension is a CubeMap.

Definition at line 32 of file TextureDimension.cs.

Filtering options during texture sampling.

During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints. HLSL texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended. You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering. Texture Sampling FunctionTexture Sampling Function with Comparison Filtering samplesamplecmp or samplecmplevelzero ? Comparison filters only work with textures that have the following DXGI formats: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.

Enumerator
Point 

Use point sampling for minification, magnification, and mip-level sampling.

MinMagPointMipLinear 

Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.

MinPointMagLinearMipPoint 

Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.

MinPointMagMipLinear 

Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.

MinLinearMagMipPoint 

Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.

MinLinearMagPointMipLinear 

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.

MinMagLinearMipPoint 

Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.

Linear 

Use linear interpolation for minification, magnification, and mip-level sampling.

Anisotropic 

Use anisotropic interpolation for minification, magnification, and mip-level sampling.

ComparisonPoint 

Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

ComparisonMinMagPointMipLinear 

Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.

ComparisonMinPointMagLinearMipPoint 

Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.

ComparisonMinPointMagMipLinear 

Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.

ComparisonMinLinearMagMipPoint 

Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.

ComparisonMinLinearMagPointMipLinear 

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.

ComparisonMinMagLinearMipPoint 

Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.

ComparisonLinear 

Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

ComparisonAnisotropic 

Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

Definition at line 14 of file TextureFilter.cs.

Enumerator
None 

No option.

ShaderResource 

A texture usable as a ShaderResourceView.

RenderTarget 

A texture usable as render target.

UnorderedAccess 

A texture usable as an unordered access buffer.

DepthStencil 

A texture usable as a depth stencil buffer.

Definition at line 8 of file TextureFlags.cs.

Defines how a view is selected from a resource.

This selection model is taken from Nuaj by Patapom (http://wiki.patapom.com/index.php/Nuaj)

Enumerator
Full 

Gets a texture view for the whole texture for all mips/arrays dimensions.

Here is what the view covers with whatever mipLevelIndex/arrayIndex

   Array0 Array1 Array2
  ______________________

Mip0 | X | X | X | |---—+---—+---—| Mip1 | X | X | X | |---—+---—+---—|

Mip2 | X | X | X |

Single 

Gets a single texture view at the specified index in the mip hierarchy and in the array of textures The texture view contains a single texture element at the specified mip level and array index

Here is what the view covers with mipLevelIndex=1 and mrrayIndex=1

   Array0 Array1 Array2
  ______________________

Mip0 | | | | |---—+---—+---—| Mip1 | | X | | |---—+---—+---—|

Mip2 | | | |

ArrayBand 

Gets a band texture view at the specified index in the mip hierarchy and in the array of textures The texture view contains all the mip level texture elements from the specified mip level and array index

Here is what the view covers with mipLevelIndex=1 and mrrayIndex=1

   Array0 Array1 Array2
  ______________________

Mip0 | | | | |---—+---—+---—| Mip1 | | X | | |---—+---—+---—|

Mip2 | | X | |

MipBand 

Gets a band texture view at the specified index in the mip hierarchy and in the array of textures The texture view contains all the array texture elements from the specified mip level and array index

Here is what the view covers with mipLevelIndex=1 and mrrayIndex=1

   Array0 Array1 Array2
  ______________________

Mip0 | | | | |---—+---—+---—| Mip1 | | X | X | |---—+---—+---—|

Mip2 | | | |

Definition at line 31 of file ViewType.cs.