Entropia Documentation
IDevice Interface
EntropiaEntropia.RenderIDevice

[This is preliminary documentation and is subject to change.]

IDevice do the actual "low-level" rendering, and should only be an API independant layer over 3D APIs.
Declaration Syntax
C#Visual BasicVisual C++
public interface IDevice : IDisposable
Public Interface IDevice _
	Implements IDisposable
public interface class IDevice : IDisposable
Members
All MembersMethodsProperties



IconMemberDescription
BeginScene()()()
Begins a scene.

Clear(ClearFlags, Color, Single, Byte)
Clear the currently bound render target, depth buffer and/or stencil buffers.

CopyResource(IResource, IResource)
Copy a resource to another resource.

CopySubresource(IResource, Int32, Int32, Int32, Int32, IResource, Int32, Box)
Copy a region of a subresource to another resource.

CreateBuffer(Int32, Usage, BindFlags, CPUAccessFlags)
Create a buffer (either a vertex buffer, index buffer or shader constant buffer).

CreateDepthStencilView(IResource)
Create a depth and/or stencil view from a resource for a later call to SetRenderTargets.

CreateInputLayout(VertexDeclaration, IShader)
Create an input-layout object that describe how the bound vertex buffers are organized.

CreateProgram()()()
Create an IProgram, which is a full rendering pipeline (typically one pixel shader, one vertex shader and eventually a geometry shader).

CreateRenderTargetView(IResource)
Create a render target view from a resource for a later call to SetRenderTargets.

CreateShader(ShaderCategory, String, String, String)
Create a shader from source code.

CreateShaderResourceView(IResource)
Create a shader resource view from a resource for binding it to a shader.

CreateTexture2D(PixelFormat, Int32, Int32, Int32, Int32, Usage, BindFlags, CPUAccessFlags)
Create a 2D texture.

CreateTexture3D(PixelFormat, Int32, Int32, Int32, Int32, Int32, Usage, BindFlags, CPUAccessFlags)
Create a 3D texture.

Dispose()()() (Inherited from IDisposable.)
Draw(Int32, Int32)
Draw non-indexed primitives.

DrawIndexed(Int32, Int32, Int32)
Draw indexed primitives.

EndScene()()()
Ends a scene.

Flush()()()
Flush the GPU command buffer.

MainDepthStencil
MainRenderTarget
Present()()()
Presents the result of the drawing calls.

SetConstantBuffers(ShaderCategory, Int32, array<IBuffer>[]()[])
Bind constant buffers.

SetIndexBuffer(IBuffer, Int32)
Bind index buffer.

SetInputLayout(IInputLayout)
Bind an input layout.

SetPrimitiveType(PrimitiveType)
Set primitive type.

SetProgram(IProgram)
Bind render pipeline program.

SetRenderTargets(IDepthStencilView, array<IRenderTargetView>[]()[])
Bind render targets and a depth stencil buffer for rendering.

SetShaderResources(ShaderCategory, Int32, array<IShaderResourceView>[]()[])
Bind shader resources.

SetVertexBuffers(Int32, array<VertexBufferBinding>[]()[])
Bind vertex buffers.

UpdateSubresource(IResource, Int32, Box, array<Byte>[]()[], Int32, Int32)
Copy data from memory to a subresource.

Assembly: Entropia (Module: Entropia) Version: 1.0.0.0 (1.0.0.0)