/// <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)); }
/// <summary> /// Binds a depth-stencil buffer and a set of render targets to the output-merger stage. See <see cref="Textures+and+render+targets"/> to learn how to use it. /// </summary> /// <param name="depthStencilBuffer">The depth stencil buffer.</param> /// <param name="renderTargets">The render targets.</param> /// <exception cref="System.ArgumentNullException">renderTargetViews</exception> private void SetRenderTargetsImpl(Texture depthStencilBuffer, int renderTargetCount, Texture[] renderTargets) { NullHelper.ToImplement(); }
unsafe partial void SetScissorRectanglesImpl(int scissorCount, Rectangle[] scissorRectangles) { NullHelper.ToImplement(); }
/// <summary> /// Closes the command list for recording and returns an executable token. /// </summary> /// <returns>The executable command list.</returns> public CompiledCommandList Close() { NullHelper.ToImplement(); return(default(CompiledCommandList)); }
/// <summary> /// Clear internal state of the command list. /// </summary> private void ClearStateImpl() { NullHelper.ToImplement(); }
public void CopyCount(Buffer sourceBuffer, Buffer destBuffer, int offsetInBytes) { NullHelper.ToImplement(); }
/// <summary> /// Maps a subresource. /// </summary> /// <param name="resource">The resource.</param> /// <param name="subResourceIndex">Index of the sub resource.</param> /// <param name="mapMode">The map mode.</param> /// <param name="doNotWait">if set to <c>true</c> this method will return immediately if the resource is still being used by the GPU for writing. Default is false</param> /// <param name="offsetInBytes">The offset information in bytes.</param> /// <param name="lengthInBytes">The length information in bytes.</param> /// <returns>Pointer to the sub resource to map.</returns> public MappedResource MapSubresource(GraphicsResource resource, int subResourceIndex, MapMode mapMode, bool doNotWait = false, int offsetInBytes = 0, int lengthInBytes = 0) { NullHelper.ToImplement(); return(default(MappedResource)); }
/// <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> /// 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(); }
/// <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 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(); }
/// <summary> /// Draw geometry of an unknown size. /// </summary> public void DrawAuto() { 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> /// 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 CopyMultisample(Texture sourceMultisampleTexture, int sourceSubResource, Texture destTexture, int destSubResource, PixelFormat format = PixelFormat.None) { NullHelper.ToImplement(); }
/// <summary> /// Ends profiling. /// </summary> public void EndProfile() { NullHelper.ToImplement(); }
public void CopyRegion(GraphicsResource source, int sourceSubresource, ResourceRegion?sourecRegion, GraphicsResource destination, int destinationSubResource, int dstX = 0, int dstY = 0, int dstZ = 0) { 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(); }
internal void UpdateSubresource(GraphicsResource resource, int subResourceIndex, DataBox databox, ResourceRegion region) { 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> /// Unmap <param name="mapped"/> resource. /// </summary> /// <param name="mapped">The mapped resource.</param> public void UnmapSubresource(MappedResource mapped) { 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> /// Closes and executes the command list. /// </summary> public void Flush() { NullHelper.ToImplement(); }
/// <summary> /// Clears a read-write Buffer. This buffer must have been created with read-write/unordered access. /// </summary> /// <param name="buffer">The buffer.</param> /// <param name="value">The value.</param> /// <exception cref="System.ArgumentNullException">buffer</exception> /// <exception cref="System.ArgumentException">Expecting buffer supporting UAV;buffer</exception> public void ClearReadWrite(Buffer buffer, UInt4 value) { NullHelper.ToImplement(); }
/// <summary> /// Unbinds all depth-stencil buffer and render targets from the output-merger stage. /// </summary> private void ResetTargetsImpl() { NullHelper.ToImplement(); }
/// <summary> /// Reset command List. /// </summary> public void Reset() { NullHelper.ToImplement(); }
unsafe partial void SetScissorRectangleImpl(ref Rectangle scissorRectangle) { NullHelper.ToImplement(); }
/// <summary> /// Clears a read-write Texture. This texture must have been created with read-write/unordered access. /// </summary> /// <param name="texture">The texture.</param> /// <param name="value">The value.</param> /// <exception cref="System.ArgumentNullException">texture</exception> /// <exception cref="System.ArgumentException">Expecting buffer supporting UAV;texture</exception> public void ClearReadWrite(Texture texture, UInt4 value) { NullHelper.ToImplement(); }
/// <summary> /// Sets the stream targets. /// </summary> /// <param name="buffers">The buffers.</param> public void SetStreamTargets(params Buffer[] buffers) { NullHelper.ToImplement(); }
/// <inheritdoc /> public void Dispatch(int threadCountX, int threadCountY, int threadCountZ) { NullHelper.ToImplement(); }