/// <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();
 }
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 /// <inheritdoc />
 public void Dispatch(int threadCountX, int threadCountY, int threadCountZ)
 {
     NullHelper.ToImplement();
 }
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 /// <summary>
 /// Ends profiling.
 /// </summary>
 public void EndProfile()
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }
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 /// <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();
 }
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 /// <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();
 }
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 /// <summary>
 /// Unset the render targets.
 /// </summary>
 public void UnsetRenderTargets()
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }
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 /// <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();
 }
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 /// <summary>
 /// Unset the read/write buffers.
 /// </summary>
 public void UnsetReadWriteBuffers()
 {
     NullHelper.ToImplement();
 }
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 /// <summary>
 /// Enumerates all available display modes for this output and stores them in <see cref="SupportedDisplayModes"/>.
 /// </summary>
 private void InitializeSupportedDisplayModes()
 {
     NullHelper.ToImplement();
 }
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 /// <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);
 }
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 /// <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));
 }
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 public void SetStencilReference(int stencilReference)
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }
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 public void SetPipelineState(PipelineState pipelineState)
 {
     NullHelper.ToImplement();
 }
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 /// <summary>
 /// Draw geometry of an unknown size.
 /// </summary>
 public void DrawAuto()
 {
     NullHelper.ToImplement();
 }
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 public void SetVertexBuffer(int index, Buffer buffer, int offset, int stride)
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }
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 public void SetIndexBuffer(Buffer buffer, int offset, bool is32bits)
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }
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 public void ResourceBarrierTransition(GraphicsResource resource, GraphicsResourceState newState)
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }
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 public void SetDescriptorSets(int index, DescriptorSet[] descriptorSets)
 {
     NullHelper.ToImplement();
 }
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 /// <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();
 }