Shader_HDR Member List

This is the complete list of members for Shader_HDR, 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_SCALEShader_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_RESIZEShader_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

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