Cogs.Rendering
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 NCogs
 CAccessModeAccess mode to buffers after creation
 CBindFlagsBind flags describe how a resource can be used by the graphics pipeline
 CBlendStateEncapsulates blend state for the graphics pipeline in a state object
 CCommandGroupAnnotationRAII-helper for pushCommandGroupAnnotation/pushCommandGroupAnnotation
 CDepthStencilStateEncapsulates state for depth buffer usage and stencil buffer usage in a state object
 CDepthStencilViewDescriptionDescribes a single depth stencil view and which resources to use from the underlying texture
 CEffectDescriptionContains an effect description used to load a single effect
 CEffectFlagsFlags used to describe effect source
 CFactoryGraphics device construction factory
 CFormatInfo
 CFrameStatistics
 CGraphicsDeviceCapabilitiesContains device capabilities
 CGraphicsDeviceSettingsSettings for graphics device initialization
 CHandle_tHandle template class used to provide opaque, non-converting handles
 CIBuffersProvides buffer management functionality
 CICapabilitiesProvides capability query functionality
 CIContextRepresents a graphics device context which can receive rendering commands
 CIEffectsProvides effects and shader management functionality
 CIGraphicsDeviceRepresents a graphics device used to manage graphics resources and issue drawing commands
 CIIOHandlerI/O handler
 CIPipelineStates
 CIRenderTargetsProvides render target management functionality
 CISwapChain
 CISyncObjectsProvides sync object management
 CITexturesProvides texture management functionality
 CMapModeMapping modes for resources managed by the graphics system
 CMappedBufferProvides RAII style mapping of a buffer resource
 CMultiViewDescriptionDescribes multiview framebuffer layout
 CPackedVertexElement
 CRasterizerStateEncapsulates state for primitive rasterization in a state object
 CRenderingAllocatorInfoAllocation information
 CRenderPassInfo
 CRenderTargetViewDescriptionDescribes a single render target view and which resources to use from the underlying texture
 CResourceStatistics
 CSamplerStateEncapsulates state for texture sampling in a state object
 CSeriesKnown graphics device series
 CTextureData
 CTextureDescription
 CTextureExtent
 CTextureFlagsTexture flags describing valid usage for a texture object
 CTextureViewDescriptionDescribes how to fetch data from a texture in shaders
 CUploadStatistics
 CUsageUsage flags for buffers
 CVendorsKnown graphics device vendors
 CVertexElementVertex element structure used to describe a single data element in a vertex for the input assembler
 CVertexFormatVertex format structure used to describe a single vertex for the input assembler
 CVertexFormats
 CVertexFormatStorage
 NstdSTL namespace
 Cequal_to< Cogs::DepthStencilState >Overloaded equality implementation for comparing depth stencil states
 Cequal_to< Cogs::RasterizerState >Overloaded equality implementation for comparing rasterizer states
 Cequal_to< Cogs::SamplerState >Overloaded equality implementation for comparing sampler states
 Chash< Cogs::DepthStencilState >Overloaded hash implementation for hashing depth stencil states
 Chash< Cogs::Handle_t< T, U > >Overloaded hash implementation for hashing resource handles
 Chash< Cogs::RasterizerState >Overloaded hash implementation for hashing rasterizer states
 Chash< Cogs::SamplerState >Overloaded hash implementation for hashing sampler states