, including all inherited members.
apply() | Shader | [virtual] |
bind() (defined in Shader) | Shader | [virtual] |
blob (defined in Shader) | Shader | [protected] |
BUFFER_HUD enum value (defined in Shader_Unreal) | Shader_Unreal | |
BUFFER_MULTIPASS enum value (defined in Shader_Unreal) | Shader_Unreal | |
BUFFERS enum name (defined in Shader_Unreal) | Shader_Unreal | |
checkCompileResult(HRESULT hr) const | Shader | [protected] |
clear(Vec4 &clearColor) const | Shader_Unreal | |
clearDepth() const | Shader_Unreal | |
compile(const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) (defined in Shader_Tile) | Shader_Tile | [virtual] |
compileUnrealShader(const wchar_t *filename, const D3D10_SHADER_MACRO *macros, DWORD shaderFlags, const D3D10_INPUT_ELEMENT_DESC *elementDesc, int numElements) (defined in Shader_Unreal) | Shader_Unreal | |
createRenderTargetViews(ID3D10RenderTargetView *backbuffer, const DXGI_SWAP_CHAIN_DESC &swapChainDesc, int multiSampleCount) (defined in Shader_Unreal) | Shader_Unreal | [virtual] |
Shader::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] |
effect (defined in Shader) | Shader | [protected] |
geometryBuffer (defined in Shader) | Shader | [protected] |
getGeometryBuffer() const (defined in Shader) | Shader | |
getResourceView() const (defined in Shader) | Shader | |
hr (defined in Shader) | Shader | [protected] |
releaseRenderTargetViews() (defined in Shader_Unreal) | Shader_Unreal | [virtual] |
renderTargetView (defined in Shader) | Shader | [protected] |
setProjection(float aspect, float XoverZ, float zNear) const | Shader_Unreal | |
setTexture(int pass, ID3D10ShaderResourceView *texture) const (defined in Shader_Unreal) | Shader_Unreal | [virtual] |
setViewportSize(float x, float y) const (defined in Shader_Unreal) | Shader_Unreal | |
Shader(ID3D10Device *device) | Shader | |
Shader_Tile(ID3D10Device *device) (defined in Shader_Tile) | Shader_Tile | |
Shader_Unreal(ID3D10Device *device) (defined in Shader_Unreal) | Shader_Unreal | |
shaderResourceView (defined in Shader) | Shader | [protected] |
switchBuffers(enum BUFFERS buffer) | Shader_Unreal | |
topology (defined in Shader) | Shader | [protected] |
variables (defined in Shader_Unreal) | Shader_Unreal | [static] |
vertexLayout (defined in Shader) | Shader | [protected] |
~Shader() (defined in Shader) | Shader | [virtual] |
~Shader_Unreal() (defined in Shader_Unreal) | Shader_Unreal | [virtual] |