, 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 | |