apply() | Shader | [virtual] |
bind() (defined in Shader) | Shader | [virtual] |
blob (defined in Shader) | Shader | [protected] |
checkCompileResult(HRESULT hr) const | Shader | [protected] |
compile(const D3D10_SHADER_MACRO *macros, DWORD shaderFlags)=0 (defined in Shader) | Shader | [pure virtual] |
createRenderTargetViews(DXGI_FORMAT format, DXGI_FORMAT depthFormat, float scaleX, float scaleY, int samples, const DXGI_SWAP_CHAIN_DESC &swapChainDesc) | Shader | [protected] |
createRenderTargetViews(ID3D10RenderTargetView *backbuffer, const DXGI_SWAP_CHAIN_DESC &swapChainDesc, int multiSampleCount)=0 (defined in Shader) | Shader | [pure virtual] |
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) | Shader | [virtual] |
renderTargetView (defined in Shader) | Shader | [protected] |
Shader(ID3D10Device *device) | Shader | |
shaderResourceView (defined in Shader) | Shader | [protected] |
topology (defined in Shader) | Shader | [protected] |
vertexLayout (defined in Shader) | Shader | [protected] |
~Shader() (defined in Shader) | Shader | [virtual] |