Sleeping Wombat Graphic API  1.010
swGraphicAPI
Enumerations | Functions
GraphicAPIConstants.h File Reference
#include "swCommonLib/Common/TypesDefinitions.h"

Go to the source code of this file.

Enumerations

enum  BlendOperation : uint8 {
  Add = 0, Subtract = 1, ReverseSubtract = 2, Min = 3,
  Max = 4
}
 Blending operation. More...
 
enum  BlendFactor : uint8 {
  Zero = 0, One = 1, SrcColor, DstColor,
  SrcAlpha, DstAlpha, BlendFactor::BlendFactor, BlendFactor::InverseSrcColor,
  BlendFactor::InverseDstColor, BlendFactor::InverseSrcAlpha, BlendFactor::InverseDstAlpha, BlendFactor::InverseBlendFactor
}
 Blend factor for blending equation. More...
 
enum  CullMode : uint8 { Front = 0, Back = 1, None = 2 }
 Polygon culling mode. More...
 
enum  FillMode : uint8 { Solid = 0, Wireframe = 1 }
 Polygon fill mode. More...
 
enum  ResourceUsage : uint8 { ResourceUsage::RESOURCE_USAGE_DEFAULT = 0, ResourceUsage::RESOURCE_USAGE_DYNAMIC = 1, ResourceUsage::RESOURCE_USAGE_STATIC = 2, ResourceUsage::RESOURCE_USAGE_STAGING = 3 }
 Specyfikuje typ dostępu do pamięci danego zasobu. More...
 
enum  PrimitiveTopology : uint8 {
  PRIMITIVE_TOPOLOGY_POINTLIST = 0, PRIMITIVE_TOPOLOGY_LINELIST = 1, PRIMITIVE_TOPOLOGY_LINESTRIP = 2, PRIMITIVE_TOPOLOGY_TRIANGLELIST = 3,
  PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 4, PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 5, PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 6, PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 7,
  PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 8
}
 Topologia wierzchołków. More...
 
enum  ResourceBinding : uint8 {
  BIND_RESOURCE_VERTEX_BUFFER = 0x0L, BIND_RESOURCE_INDEX_BUFFER = 0x1L, BIND_RESOURCE_CONSTANT_BUFFER = 0x2L, BIND_RESOURCE_SHADER_RESOURCE = 0x3L,
  BIND_RESOURCE_STREAM_OUTPUT = 0x4L, BIND_RESOURCE_RENDER_TARGET = 0x5L, BIND_RESOURCE_DEPTH_STENCIL = 0x6L, BIND_RESOURCE_UNORDERED_ACCESS = 0x7L,
  BIND_RESOURCE_DECODER = 0x8L, BIND_RESOURCE_VIDEO_ENCODER = 0x9L
}
 Określa jak będzie używany dany zasób w potoku karty graficznej. More...
 
enum  TextureType : uint8 {
  TEXTURE_TYPE_UNKNOW = 0, TEXTURE_TYPE_BUFFER = 1, TEXTURE_TYPE_TEXTURE1D = 2, TEXTURE_TYPE_TEXTURE1D_ARRAY = 3,
  TEXTURE_TYPE_TEXTURE2D = 4, TEXTURE_TYPE_TEXTURE2D_ARRAY = 5, TEXTURE_TYPE_TEXTURE2D_MULTISAMPLE = 6, TEXTURE_TYPE_TEXTURE2D_MULTISAMPLE_ARRAY = 7,
  TEXTURE_TYPE_TEXTURE3D = 8
}
 Definiuje typ tekstury. More...
 
enum  DepthStencilFormat : uint8 { DEPTH_STENCIL_FORMAT_D32_FLOAT_S8X24_UINT = 0, DEPTH_STENCIL_FORMAT_D32_FLOAT = 1, DEPTH_STENCIL_FORMAT_D24_UNORM_S8_UINT = 2, DEPTH_STENCIL_FORMAT_D16_UNORM = 3 }
 Typy dostępne dla bufora głębokości. More...
 
enum  ResourceFormat : uint8 {
  RESOURCE_FORMAT_UNKNOWN = 0, RESOURCE_FORMAT_R32G32B32A32_TYPELESS = 1, RESOURCE_FORMAT_R32G32B32A32_FLOAT = 2, RESOURCE_FORMAT_R32G32B32A32_UINT = 3,
  RESOURCE_FORMAT_R32G32B32A32_SINT = 4, RESOURCE_FORMAT_R32G32B32_TYPELESS = 5, RESOURCE_FORMAT_R32G32B32_FLOAT = 6, RESOURCE_FORMAT_R32G32B32_UINT = 7,
  RESOURCE_FORMAT_R32G32B32_SINT = 8, RESOURCE_FORMAT_R16G16B16A16_TYPELESS = 9, RESOURCE_FORMAT_R16G16B16A16_FLOAT = 10, RESOURCE_FORMAT_R16G16B16A16_UNORM = 11,
  RESOURCE_FORMAT_R16G16B16A16_UINT = 12, RESOURCE_FORMAT_R16G16B16A16_SNORM = 13, RESOURCE_FORMAT_R16G16B16A16_SINT = 14, RESOURCE_FORMAT_R32G32_TYPELESS = 15,
  RESOURCE_FORMAT_R32G32_FLOAT = 16, RESOURCE_FORMAT_R32G32_UINT = 17, RESOURCE_FORMAT_R32G32_SINT = 18, RESOURCE_FORMAT_R32G8X24_TYPELESS = 19,
  RESOURCE_FORMAT_D32_FLOAT_S8X24_UINT = 20, RESOURCE_FORMAT_R32_FLOAT_X8X24_TYPELESS = 21, RESOURCE_FORMAT_X32_TYPELESS_G8X24_UINT = 22, RESOURCE_FORMAT_R10G10B10A2_TYPELESS = 23,
  RESOURCE_FORMAT_R10G10B10A2_UNORM = 24, RESOURCE_FORMAT_R10G10B10A2_UINT = 25, RESOURCE_FORMAT_R11G11B10_FLOAT = 26, RESOURCE_FORMAT_R8G8B8A8_TYPELESS = 27,
  RESOURCE_FORMAT_R8G8B8A8_UNORM = 28, RESOURCE_FORMAT_R8G8B8A8_UNORM_SRGB = 29, RESOURCE_FORMAT_R8G8B8A8_UINT = 30, RESOURCE_FORMAT_R8G8B8A8_SNORM = 31,
  RESOURCE_FORMAT_R8G8B8A8_SINT = 32, RESOURCE_FORMAT_R16G16_TYPELESS = 33, RESOURCE_FORMAT_R16G16_FLOAT = 34, RESOURCE_FORMAT_R16G16_UNORM = 35,
  RESOURCE_FORMAT_R16G16_UINT = 36, RESOURCE_FORMAT_R16G16_SNORM = 37, RESOURCE_FORMAT_R16G16_SINT = 38, RESOURCE_FORMAT_R32_TYPELESS = 39,
  RESOURCE_FORMAT_D32_FLOAT = 40, RESOURCE_FORMAT_R32_FLOAT = 41, RESOURCE_FORMAT_R32_UINT = 42, RESOURCE_FORMAT_R32_SINT = 43,
  RESOURCE_FORMAT_R24G8_TYPELESS = 44, RESOURCE_FORMAT_D24_UNORM_S8_UINT = 45, RESOURCE_FORMAT_R24_UNORM_X8_TYPELESS = 46, RESOURCE_FORMAT_X24_TYPELESS_G8_UINT = 47,
  RESOURCE_FORMAT_R8G8_TYPELESS = 48, RESOURCE_FORMAT_R8G8_UNORM = 49, RESOURCE_FORMAT_R8G8_UINT = 50, RESOURCE_FORMAT_R8G8_SNORM = 51,
  RESOURCE_FORMAT_R8G8_SINT = 52, RESOURCE_FORMAT_R16_TYPELESS = 53, RESOURCE_FORMAT_R16_FLOAT = 54, RESOURCE_FORMAT_D16_UNORM = 55,
  RESOURCE_FORMAT_R16_UNORM = 56, RESOURCE_FORMAT_R16_UINT = 57, RESOURCE_FORMAT_R16_SNORM = 58, RESOURCE_FORMAT_R16_SINT = 59,
  RESOURCE_FORMAT_R8_TYPELESS = 60, RESOURCE_FORMAT_R8_UNORM = 61, RESOURCE_FORMAT_R8_UINT = 62, RESOURCE_FORMAT_R8_SNORM = 63,
  RESOURCE_FORMAT_R8_SINT = 64, RESOURCE_FORMAT_A8_UNORM = 65, RESOURCE_FORMAT_R1_UNORM = 66, RESOURCE_FORMAT_R9G9B9E5_SHAREDEXP = 67,
  RESOURCE_FORMAT_R8G8_B8G8_UNORM = 68, RESOURCE_FORMAT_G8R8_G8B8_UNORM = 69, RESOURCE_FORMAT_BC1_TYPELESS = 70, RESOURCE_FORMAT_BC1_UNORM = 71,
  RESOURCE_FORMAT_BC1_UNORM_SRGB = 72, RESOURCE_FORMAT_BC2_TYPELESS = 73, RESOURCE_FORMAT_BC2_UNORM = 74, RESOURCE_FORMAT_BC2_UNORM_SRGB = 75,
  RESOURCE_FORMAT_BC3_TYPELESS = 76, RESOURCE_FORMAT_BC3_UNORM = 77, RESOURCE_FORMAT_BC3_UNORM_SRGB = 78, RESOURCE_FORMAT_BC4_TYPELESS = 79,
  RESOURCE_FORMAT_BC4_UNORM = 80, RESOURCE_FORMAT_BC4_SNORM = 81, RESOURCE_FORMAT_BC5_TYPELESS = 82, RESOURCE_FORMAT_BC5_UNORM = 83,
  RESOURCE_FORMAT_BC5_SNORM = 84, RESOURCE_FORMAT_B5G6R5_UNORM = 85, RESOURCE_FORMAT_B5G5R5A1_UNORM = 86, RESOURCE_FORMAT_B8G8R8A8_UNORM = 87,
  RESOURCE_FORMAT_B8G8R8X8_UNORM = 88, RESOURCE_FORMAT_R10G10B10_XR_BIAS_A2_UNORM = 89, RESOURCE_FORMAT_B8G8R8A8_TYPELESS = 90, RESOURCE_FORMAT_B8G8R8A8_UNORM_SRGB = 91,
  RESOURCE_FORMAT_B8G8R8X8_TYPELESS = 92, RESOURCE_FORMAT_B8G8R8X8_UNORM_SRGB = 93, RESOURCE_FORMAT_BC6H_TYPELESS = 94, RESOURCE_FORMAT_BC6H_UF16 = 95,
  RESOURCE_FORMAT_BC6H_SF16 = 96, RESOURCE_FORMAT_BC7_TYPELESS = 97, RESOURCE_FORMAT_BC7_UNORM = 98, RESOURCE_FORMAT_BC7_UNORM_SRGB = 99,
  RESOURCE_FORMAT_AYUV = 100, RESOURCE_FORMAT_Y410 = 101, RESOURCE_FORMAT_Y416 = 102, RESOURCE_FORMAT_NV12 = 103,
  RESOURCE_FORMAT_P010 = 104, RESOURCE_FORMAT_P016 = 105, RESOURCE_FORMAT_420_OPAQUE = 106, RESOURCE_FORMAT_YUY2 = 107,
  RESOURCE_FORMAT_Y210 = 108, RESOURCE_FORMAT_Y216 = 109, RESOURCE_FORMAT_NV11 = 110, RESOURCE_FORMAT_AI44 = 111,
  RESOURCE_FORMAT_IA44 = 112, RESOURCE_FORMAT_P8 = 113, RESOURCE_FORMAT_A8P8 = 114, RESOURCE_FORMAT_B4G4R4A4_UNORM = 115,
  RESOURCE_FORMAT_P208 = 130, RESOURCE_FORMAT_V208 = 131, RESOURCE_FORMAT_V408 = 132
}
 Specyfikuje format tekstury bądź innego zasobu. More...
 

Functions

uint32 BitsPerPixel (ResourceFormat fmt)
 Liczba bitów na piksel danego formatu. Funkcja wymaga zaimplementrowania przez API graficzne.
 
uint32 BytesPerPixel (ResourceFormat fmt)
 Liczba bajtów na piksel danego formatu. Funkcja wymaga zaimplementrowania przez API graficzne.
 

Detailed Description

Author
nieznanysprawiciel

Enumeration Type Documentation

enum DepthStencilFormat : uint8
strong

Typy dostępne dla bufora głębokości.

Attention
Don't change constants order.
See also
GraphicAPI
enum PrimitiveTopology : uint8
strong

Topologia wierzchołków.

Attention
Don't change constants order.
See also
GraphicAPI
enum ResourceBinding : uint8

Określa jak będzie używany dany zasób w potoku karty graficznej.

Attention
DirectX pozwala na łączenie tych stałych jak flag, ale w silniku można wybrać tylko jedną opcję.
Don't change constants order.
See also
GraphicAPI
enum ResourceFormat : uint8
strong

Specyfikuje format tekstury bądź innego zasobu.

Attention
Don't change constants order.
See also
GraphicAPI
enum ResourceUsage : uint8
strong

Specyfikuje typ dostępu do pamięci danego zasobu.

Attention
Don't change constants order.
See also
GraphicAPI
Enumerator
RESOURCE_USAGE_DEFAULT 

Pozawala GPU na zapis i odczyt.

RESOURCE_USAGE_DYNAMIC 

Pozwala GPU na odczyt, a CPU na zapis. Dobre do często updatowanych zasobów.

RESOURCE_USAGE_STATIC 

Zasób raz stworzony i nigdy nie jest zmieniany.

RESOURCE_USAGE_STAGING 

GPU może jedynie kopiować, poza tym wszystkie prawa dostępu są po stronie CPU. Zobacz D3D11_USAGE_STAGING.

enum TextureType : uint8
strong

Definiuje typ tekstury.

Attention
Don't change constants order.
See also
GraphicAPI