/// <summary> /// Method called when the graphics device has been detected to be internally destroyed. /// </summary> protected internal virtual void OnDestroyed() { Destroyed?.Invoke(this, EventArgs.Empty); NullHelper.ToImplement(); }
/// <inheritdoc /> public void Dispatch(int threadCountX, int threadCountY, int threadCountZ) { NullHelper.ToImplement(); }
/// <summary> /// Ends profiling. /// </summary> public void EndProfile() { NullHelper.ToImplement(); }
/// <summary> /// Clears the specified depth stencil buffer. See <see cref="Textures+and+render+targets"/> to learn how to use it. /// </summary> /// <param name="depthStencilBuffer">The depth stencil buffer.</param> /// <param name="options">The options.</param> /// <param name="depth">The depth.</param> /// <param name="stencil">The stencil.</param> /// <exception cref="System.InvalidOperationException"></exception> public void Clear(Texture depthStencilBuffer, DepthStencilClearOptions options, float depth = 1, byte stencil = 0) { NullHelper.ToImplement(); }
/// <summary> /// Draw indexed, non-instanced primitives. /// </summary> /// <param name="indexCount">Number of indices to draw.</param> /// <param name="startIndexLocation">The location of the first index read by the GPU from the index buffer.</param> /// <param name="baseVertexLocation">A value added to each index before reading a vertex from the vertex buffer.</param> public void DrawIndexed(int indexCount, int startIndexLocation = 0, int baseVertexLocation = 0) { NullHelper.ToImplement(); }
/// <summary> /// Draw instanced, GPU-generated primitives. /// </summary> /// <param name="argumentsBuffer">An arguments buffer</param> /// <param name="alignedByteOffsetForArgs">Offset in <em>pBufferForArgs</em> to the start of the GPU generated primitives.</param> public void DrawInstanced(Buffer argumentsBuffer, int alignedByteOffsetForArgs = 0) { NullHelper.ToImplement(); }
/// <summary> /// Unset the render targets. /// </summary> public void UnsetRenderTargets() { NullHelper.ToImplement(); }
/// <summary> /// Draw non-indexed, non-instanced primitives. /// </summary> /// <param name="vertexCount">Number of vertices to draw.</param> /// <param name="startVertexLocation">Index of the first vertex, which is usually an offset in a vertex buffer; it could also be used as the first vertex id generated for a shader parameter marked with the <strong>SV_TargetId</strong> system-value semantic.</param> public void Draw(int vertexCount, int startVertexLocation = 0) { NullHelper.ToImplement(); }
/// <summary> /// Initializes <see cref="CurrentDisplayMode"/> with the most appropriate mode from <see cref="SupportedDisplayModes"/>. /// </summary> /// <remarks>It checks first for a mode with <see cref="Format.R8G8B8A8_UNorm"/>, /// if it is not found - it checks for <see cref="Format.B8G8R8A8_UNorm"/>.</remarks> private void InitializeCurrentDisplayMode() { NullHelper.ToImplement(); }
/// <summary> /// Unset the read/write buffers. /// </summary> public void UnsetReadWriteBuffers() { NullHelper.ToImplement(); }
/// <summary> /// Enumerates all available display modes for this output and stores them in <see cref="SupportedDisplayModes"/>. /// </summary> private void InitializeSupportedDisplayModes() { NullHelper.ToImplement(); }
/// <summary> /// Find the display mode that most closely matches the requested display mode. /// </summary> /// <param name="targetProfiles">The target profile, as available formats are different depending on the feature level.</param> /// <param name="mode">The mode.</param> /// <returns>Returns the closes display mode.</returns> public DisplayMode FindClosestMatchingDisplayMode(GraphicsProfile[] targetProfiles, DisplayMode mode) { NullHelper.ToImplement(); return(default(DisplayMode)); }
/// <summary> /// Method called when the graphics device has been recreated. /// </summary> /// <returns> /// <c>true</c> if the resource has transitioned to a <see cref="GraphicsResourceLifetimeState.Active"/> state. /// </returns> protected internal virtual bool OnRecreate() { NullHelper.ToImplement(); return(false); }
/// <summary> /// New command list for <param name="device"/>. /// </summary> /// <param name="device">The graphics device.</param> /// <returns>New CommandList instance.</returns> public static CommandList New(GraphicsDevice device) { NullHelper.ToImplement(); return(new CommandList(device)); }
public void SetStencilReference(int stencilReference) { NullHelper.ToImplement(); }
/// <summary> /// Dispatches the specified indirect buffer. /// </summary> /// <param name="indirectBuffer">The indirect buffer.</param> /// <param name="offsetInBytes">The offset information bytes.</param> public void Dispatch(Buffer indirectBuffer, int offsetInBytes) { NullHelper.ToImplement(); }
public void SetPipelineState(PipelineState pipelineState) { NullHelper.ToImplement(); }
/// <summary> /// Draw geometry of an unknown size. /// </summary> public void DrawAuto() { NullHelper.ToImplement(); }
public void SetVertexBuffer(int index, Buffer buffer, int offset, int stride) { NullHelper.ToImplement(); }
/// <summary> /// Draw non-indexed, instanced primitives. /// </summary> /// <param name="vertexCountPerInstance">Number of vertices to draw.</param> /// <param name="instanceCount">Number of instances to draw.</param> /// <param name="startVertexLocation">Index of the first vertex.</param> /// <param name="startInstanceLocation">A value added to each index before reading per-instance data from a vertex buffer.</param> public void DrawInstanced(int vertexCountPerInstance, int instanceCount, int startVertexLocation = 0, int startInstanceLocation = 0) { NullHelper.ToImplement(); }
public void SetIndexBuffer(Buffer buffer, int offset, bool is32bits) { NullHelper.ToImplement(); }
/// <summary> /// Begins profiling. /// </summary> /// <param name="profileColor">Color of the profile.</param> /// <param name="name">The name.</param> public void BeginProfile(Color4 profileColor, string name) { NullHelper.ToImplement(); }
public void ResourceBarrierTransition(GraphicsResource resource, GraphicsResourceState newState) { NullHelper.ToImplement(); }
/// <summary> /// Initializes a new instance of CommandList for <param name="device"/>. /// </summary> /// <param name="device">The graphics device.</param> private CommandList(GraphicsDevice device) : base(device) { NullHelper.ToImplement(); }
public void SetDescriptorSets(int index, DescriptorSet[] descriptorSets) { NullHelper.ToImplement(); }
/// <summary> /// Clears the specified render target. See <see cref="Textures+and+render+targets"/> to learn how to use it. /// </summary> /// <param name="renderTarget">The render target.</param> /// <param name="color">The color.</param> /// <exception cref="System.ArgumentNullException">renderTarget</exception> public void Clear(Texture renderTarget, Color4 color) { NullHelper.ToImplement(); }
/// <summary> /// Initializes this instance. /// </summary> private void Initialize() { NullHelper.ToImplement(); }