示例#1
0
 /// <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));
 }
示例#2
0
 /// <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();
 }
示例#3
0
 unsafe partial void SetScissorRectanglesImpl(int scissorCount, Rectangle[] scissorRectangles)
 {
     NullHelper.ToImplement();
 }
示例#4
0
 /// <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));
 }
示例#5
0
 /// <summary>
 /// Clear internal state of the command list.
 /// </summary>
 private void ClearStateImpl()
 {
     NullHelper.ToImplement();
 }
示例#6
0
 public void CopyCount(Buffer sourceBuffer, Buffer destBuffer, int offsetInBytes)
 {
     NullHelper.ToImplement();
 }
示例#7
0
 /// <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));
 }
示例#8
0
 /// <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();
 }
示例#9
0
 /// <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();
 }
示例#10
0
 /// <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();
 }
示例#11
0
 /// <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();
 }
示例#12
0
 /// <summary>
 /// Draw geometry of an unknown size.
 /// </summary>
 public void DrawAuto()
 {
     NullHelper.ToImplement();
 }
示例#13
0
 /// <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();
 }
示例#14
0
 /// <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();
 }
示例#15
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 public void CopyMultisample(Texture sourceMultisampleTexture, int sourceSubResource, Texture destTexture, int destSubResource, PixelFormat format = PixelFormat.None)
 {
     NullHelper.ToImplement();
 }
示例#16
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 /// <summary>
 /// Ends profiling.
 /// </summary>
 public void EndProfile()
 {
     NullHelper.ToImplement();
 }
示例#17
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 public void CopyRegion(GraphicsResource source, int sourceSubresource, ResourceRegion?sourecRegion, GraphicsResource destination, int destinationSubResource, int dstX = 0, int dstY = 0, int dstZ = 0)
 {
     NullHelper.ToImplement();
 }
示例#18
0
 /// <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();
 }
示例#19
0
 internal void UpdateSubresource(GraphicsResource resource, int subResourceIndex, DataBox databox, ResourceRegion region)
 {
     NullHelper.ToImplement();
 }
示例#20
0
 /// <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();
 }
示例#21
0
 /// <summary>
 /// Unmap <param name="mapped"/> resource.
 /// </summary>
 /// <param name="mapped">The mapped resource.</param>
 public void UnmapSubresource(MappedResource mapped)
 {
     NullHelper.ToImplement();
 }
示例#22
0
 /// <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();
 }
示例#23
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 /// <summary>
 /// Closes and executes the command list.
 /// </summary>
 public void Flush()
 {
     NullHelper.ToImplement();
 }
示例#24
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 /// <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();
 }
示例#25
0
 /// <summary>
 /// Unbinds all depth-stencil buffer and render targets from the output-merger stage.
 /// </summary>
 private void ResetTargetsImpl()
 {
     NullHelper.ToImplement();
 }
示例#26
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 /// <summary>
 /// Reset command List.
 /// </summary>
 public void Reset()
 {
     NullHelper.ToImplement();
 }
示例#27
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 unsafe partial void SetScissorRectangleImpl(ref Rectangle scissorRectangle)
 {
     NullHelper.ToImplement();
 }
示例#28
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 /// <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();
 }
示例#29
0
 /// <summary>
 /// Sets the stream targets.
 /// </summary>
 /// <param name="buffers">The buffers.</param>
 public void SetStreamTargets(params Buffer[] buffers)
 {
     NullHelper.ToImplement();
 }
示例#30
0
 /// <inheritdoc />
 public void Dispatch(int threadCountX, int threadCountY, int threadCountZ)
 {
     NullHelper.ToImplement();
 }