, including all inherited members.
apply() | Shader | [virtual] |
bind() (defined in Shader) | Shader | [virtual] |
blob (defined in Shader) | Shader | [protected] |
brightness (defined in Shader_FinalPass) | Shader_FinalPass | |
checkCompileResult(HRESULT hr) const | Shader | [protected] |
compile(const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) (defined in Shader_FinalPass) | Shader_FinalPass | [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_FinalPass) | Shader_FinalPass | [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] |
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_FinalPass) | Shader_FinalPass | [virtual] |
renderTargetView (defined in Shader) | Shader | [protected] |
setBrightness(float brightness) const (defined in Shader_FinalPass) | Shader_FinalPass | |
setElapsedTime(float t) | Shader_Postprocess | |
setInputTexture(ID3D10ShaderResourceView *texture) (defined in Shader_Postprocess) | Shader_Postprocess | [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_FinalPass(ID3D10Device *device) | Shader_FinalPass | |
Shader_Postprocess(ID3D10Device *device) (defined in Shader_Postprocess) | Shader_Postprocess | |
shaderResourceView (defined in Shader) | Shader | [protected] |
topology (defined in Shader) | Shader | [protected] |
variables (defined in Shader_FinalPass) | Shader_FinalPass | [private] |
vertexLayout (defined in Shader) | Shader | [protected] |
~Shader() (defined in Shader) | Shader | [virtual] |
~Shader_Postprocess() (defined in Shader_Postprocess) | Shader_Postprocess | |