, including all inherited members.
| adaptiveLumRTV (defined in Shader_HDR) | Shader_HDR | [private] |
| adaptiveLumSRV (defined in Shader_HDR) | Shader_HDR | [private] |
| adaptiveLumTechnique (defined in Shader_HDR) | Shader_HDR | [private] |
| apply() | Shader_HDR | [virtual] |
| bind() (defined in Shader) | Shader | [virtual] |
| blob (defined in Shader) | Shader | [protected] |
| BLOOM_SCALE | Shader_HDR | [private, static] |
| bloomRTV (defined in Shader_HDR) | Shader_HDR | [private] |
| bloomSRV (defined in Shader_HDR) | Shader_HDR | [private] |
| bloomTexture (defined in Shader_HDR) | Shader_HDR | |
| blurTechnique (defined in Shader_HDR) | Shader_HDR | [private] |
| brightPassTechnique (defined in Shader_HDR) | Shader_HDR | [private] |
| brightRTV (defined in Shader_HDR) | Shader_HDR | [private] |
| brightSRV (defined in Shader_HDR) | Shader_HDR | [private] |
| checkCompileResult(HRESULT hr) const | Shader | [protected] |
| compile(const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) (defined in Shader_HDR) | Shader_HDR | [virtual] |
| compilePostProcessingShader(const wchar_t *filename, const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) (defined in Shader_Postprocess) | Shader_Postprocess | |
| createRenderTargetViews(ID3D10RenderTargetView *backbuffer, const DXGI_SWAP_CHAIN_DESC &swapChainDesc, int multiSampleCount) (defined in Shader_HDR) | Shader_HDR | [virtual] |
| Shader_Postprocess::createRenderTargetViews(DXGI_FORMAT format, DXGI_FORMAT depthFormat, float scaleX, float scaleY, int samples, const DXGI_SWAP_CHAIN_DESC &swapChainDesc) | Shader | [protected] |
| depthStencilView (defined in Shader) | Shader | [protected] |
| device (defined in Shader) | Shader | [protected] |
| downscaleLumTechnique (defined in Shader_HDR) | Shader_HDR | [private] |
| effect (defined in Shader) | Shader | [protected] |
| finalTechnique (defined in Shader_HDR) | Shader_HDR | [private] |
| geometryBuffer (defined in Shader) | Shader | [protected] |
| getGeometryBuffer() const (defined in Shader) | Shader | |
| getResourceView() const (defined in Shader) | Shader | |
| hr (defined in Shader) | Shader | [protected] |
| luminanceTexture (defined in Shader_HDR) | Shader_HDR | |
| NUM_ADAPTIVE_LUM_TEXTURES (defined in Shader_HDR) | Shader_HDR | [private, static] |
| NUM_BLOOM_TEXTURES (defined in Shader_HDR) | Shader_HDR | [private, static] |
| NUM_TONEMAP_TEXTURES (defined in Shader_HDR) | Shader_HDR | [private, static] |
| releaseRenderTargetViews() (defined in Shader_HDR) | Shader_HDR | [virtual] |
| renderTargetSize (defined in Shader_HDR) | Shader_HDR | [private] |
| renderTargetView (defined in Shader) | Shader | [protected] |
| sceneTexture (defined in Shader_HDR) | Shader_HDR | [private] |
| setElapsedTime(float t) | Shader_Postprocess | |
| setInputTexture(ID3D10ShaderResourceView *texture) (defined in Shader_HDR) | Shader_HDR | [virtual] |
| setInputTextureOffset(int left, int top) const (defined in Shader_Postprocess) | Shader_Postprocess | |
| setViewPort(int x, int y) const (defined in Shader_Postprocess) | Shader_Postprocess | [protected] |
| Shader(ID3D10Device *device) | Shader | |
| Shader_HDR(ID3D10Device *device) (defined in Shader_HDR) | Shader_HDR | |
| Shader_Postprocess(ID3D10Device *device) (defined in Shader_Postprocess) | Shader_Postprocess | |
| shaderResourceView (defined in Shader) | Shader | [protected] |
| sourceToLumTechnique (defined in Shader_HDR) | Shader_HDR | [private] |
| TONEMAP_RESIZE | Shader_HDR | [private, static] |
| toneMapRTV (defined in Shader_HDR) | Shader_HDR | [private] |
| toneMapSRV (defined in Shader_HDR) | Shader_HDR | [private] |
| topology (defined in Shader) | Shader | [protected] |
| variables (defined in Shader_HDR) | Shader_HDR | [private] |
| vertexLayout (defined in Shader) | Shader | [protected] |
| ~Shader() (defined in Shader) | Shader | [virtual] |
| ~Shader_Postprocess() (defined in Shader_Postprocess) | Shader_Postprocess | |