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Murl Engine API
Version 2018.3
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The Video::IRenderer interface represents a generic video renderer. More...
#include <murl_video_i_renderer.h>
The Video::IRenderer interface represents a generic video renderer.
For most cases, an application does not need to directly interact with this interface. Instead, using video-related nodes from the Murl::Graph Node Interfaces or Murl::Graph Node Classes sections is the preferred way to implement visual output functionality in a cross-platform manner.
Accessing the video renderer interface directly may be useful in advanced use cases, when creating custom video objects or even a complete custom renderer suite.
Public Member Functions | |
virtual IEnums::VideoApi | GetApi () const =0 |
Get the underlying video API. More... | |
virtual UInt32 | GetNumberOfSupportedShaderLanguages () const =0 |
Get the number of supported shader languages. More... | |
virtual IEnums::ShaderLanguage | GetSupportedShaderLanguage (UInt32 index) const =0 |
Get the supported shader language for a given index. More... | |
virtual Bool | Init (IEngine *engine, const IAppConfiguration *appConfig, IFeatureSet *features, IVideoInterface *videoInterface, UInt32 sizeX, UInt32 sizeY)=0 |
Initialize the renderer. More... | |
virtual Bool | DeInit ()=0 |
Deinitialize the renderer. More... | |
virtual Bool | Start ()=0 |
Start the renderer after it has been initialized. More... | |
virtual Bool | Stop ()=0 |
Stop the renderer before it gets deinitialized. More... | |
virtual Bool | Pause ()=0 |
Pause the renderer if it is running. More... | |
virtual Bool | Continue ()=0 |
Continue the renderer if it is paused. More... | |
virtual Bool | Suspend ()=0 |
Suspend the renderer. More... | |
virtual Bool | Resume ()=0 |
Resume the renderer. More... | |
virtual const IFeatureSet * | GetFeatures () const =0 |
Get the available features. More... | |
virtual IObject * | CreateObject (const String &className)=0 |
Create a renderer object. More... | |
virtual Bool | DestroyObject (IObject *&object)=0 |
Destroy an object that was created by this renderer. More... | |
virtual IBatch * | CreateBatch ()=0 |
Create a renderer batch. More... | |
virtual Bool | DestroyBatch (IBatch *&batch)=0 |
Destroy a batch that was created by this renderer. More... | |
virtual Bool | SetOutputSize (UInt32 sizeX, UInt32 sizeY)=0 |
Set the current output surface dimensions. More... | |
virtual Bool | BeginSubmission ()=0 |
Begin submission of renderer objects for the next frame. More... | |
virtual Bool | EndSubmission ()=0 |
End submission of renderer objects for the next frame. More... | |
virtual Bool | BeginRendering (Bool triggerSuspend)=0 |
Start the actual rendering process after all current objects have been submitted. More... | |
virtual Bool | EndRendering ()=0 |
Wait for the current rendering process to complete, after calling BeginRendering(). More... | |
virtual Bool | BeginBatchRendering (IBatch *batch)=0 |
Start the rendering process for an existing static batch. More... | |
virtual Bool | EndBatchRendering (IBatch *batch)=0 |
Finalize the rendering process for an existing static batch. More... | |
virtual Bool | RegisterRenderThread (UInt64 threadId)=0 |
Register the actual render (main) thread with the renderer. More... | |
virtual Bool | RegisterLogicThread (UInt64 threadId)=0 |
Register the logic processing thread with the renderer. More... | |
virtual Bool | RegisterLoaderThread (UInt64 threadId)=0 |
Register the background loader thread with the renderer. More... | |
virtual Bool | UnregisterRenderThread (UInt64 threadId)=0 |
Unregister a render (main) thread from the renderer. More... | |
virtual Bool | UnregisterLogicThread (UInt64 threadId)=0 |
Unregister a logic processing thread from the renderer. More... | |
virtual Bool | UnregisterLoaderThread (UInt64 threadId)=0 |
Unregister a background loader thread from the renderer. More... | |
virtual Bool | RegisterAutomaticallySuspendableObject (IObject *object)=0 |
Register an object for automatic resource suspension. More... | |
virtual Bool | UnregisterAutomaticallySuspendableObject (IObject *object)=0 |
Unregister an object from automatic resource suspension. More... | |
virtual Bool | RegisterManuallySuspendableObject (IObject *object)=0 |
Register an object for manual resource suspension. More... | |
virtual Bool | UnregisterManuallySuspendableObject (IObject *object)=0 |
Unregister an object from manual resource suspension. More... | |
virtual Bool | InvokeOnRenderThread (const IMethodCall *call, Bool force) const =0 |
Invoke a call to an object method on a suitable render thread. More... | |
virtual void | SetCurrentCamera (ICamera *camera)=0 |
Set the current camera affecting subsequent drawables. More... | |
virtual void | SetCurrentLayer (UInt32 layer)=0 |
Set the current layer affecting subsequent drawables. More... | |
virtual void | SetCurrentTransform (const Matrix *transform, SInt32 depthOrder)=0 |
Set the current world transform affecting subsequent drawables. More... | |
virtual void | SetCurrentMaterial (IMaterial *material)=0 |
Set the current material affecting subsequent drawables. More... | |
virtual void | SetCurrentConstants (IConstants *constants)=0 |
Set the current shader variables affecting subsequent drawables. More... | |
virtual void | SetCurrentTexture (ITexture *texture, UInt32 unit)=0 |
Set a single texture at a given unit affecting subsequent drawables. More... | |
virtual void | SetCurrentNumberOfTextureUnitsUsed (UInt32 numberOfUnitsUsed)=0 |
Set the number of active texture units affecting subsequent drawables. More... | |
virtual void | SetCurrentTextures (ITexture **textures, UInt32 numberOfUnitsUsed)=0 |
Set multiple texture units affecting subsequent drawables. More... | |
virtual void | SetCurrentLight (ILight *light, UInt32 unit)=0 |
Set a single light source at a given unit affecting subsequent drawables. More... | |
virtual void | SetCurrentNumberOfLightUnitsUsed (UInt32 numberOfUnitsUsed)=0 |
Set the number of active light source units affecting subsequent drawables. More... | |
virtual void | SetCurrentLights (ILight **lights, UInt32 numberOfUnitsUsed)=0 |
Set multiple light source units affecting subsequent drawables. More... | |
virtual void | SetCurrentBone (IBone *bone, UInt32 unit)=0 |
Set a single bone at a given unit affecting subsequent drawables. More... | |
virtual void | SetCurrentNumberOfBoneUnitsUsed (UInt32 numberOfUnitsUsed)=0 |
Set the number of active bone units affecting subsequent drawables. More... | |
virtual void | SetCurrentBones (IBone **bones, UInt32 numberOfUnitsUsed)=0 |
Set multiple bone units affecting subsequent drawables. More... | |
virtual void | PushObjectForUpdate (IObject *object, Real localTime=0.0)=0 |
Queue up an object for updating. More... | |
virtual void | PushObjectForRendering (IVertices *vertices, IIndices *indices)=0 |
Queue up a drawable object for rendering. More... | |
virtual void | PushObjectForRendering (IDrawable *drawable)=0 |
Queue up a drawable object for rendering. More... | |
virtual void | PushBatchForRendering (IBatch *batch)=0 |
Queue up a static batch for rendering. More... | |
virtual UInt32 | GetCurrentNumberOfTextureUnitsNeeded () const =0 |
Get the current number of texture units needed for rendering. More... | |
virtual UInt32 | GetCurrentNumberOfLightUnitsNeeded () const =0 |
Get the current number of light units needed for rendering. More... | |
virtual UInt32 | GetCurrentNumberOfBoneUnitsNeeded () const =0 |
Get the current number of bone units needed for rendering. More... | |
virtual SInt32 | GetCurrentLightTextureUnit (UInt32 lightUnit) const =0 |
Get the currently active shader's light texture unit, if used. More... | |
virtual UInt32 | GetRecentNumberOfObjectsRendered () const =0 |
Query the number of most recently rendered objects. More... | |
virtual UInt32 | GetRecentNumberOfBatchesRendered () const =0 |
Query the number of most recently rendered object batches. More... | |
virtual UInt32 | GetRecentNumberOfSuspendedObjects () const =0 |
Query the number objects suspended after the most recent cycle. More... | |
virtual UInt32 | GetRecentNumberOfAllocatedResourceBytes () const =0 |
Query the total number of allocated resource bytes. More... | |
virtual SInt32 | AcquireIndexBufferId (const String &indexBufferName)=0 |
Acquire a unique integer ID from a given index buffer name. More... | |
virtual SInt32 | AcquireVertexBufferId (const String &vertexBufferName)=0 |
Acquire a unique integer ID from a given vertex buffer name. More... | |
virtual SInt32 | AcquireConstantBufferId (const String &constantBufferName)=0 |
Acquire a unique integer ID from a given constant buffer name. More... | |
virtual SInt32 | AcquireUniformId (const String &uniformName)=0 |
Acquire a unique integer ID from a given uniform variable name. More... | |
virtual SInt32 | AcquireAttributeId (const String &attributeName)=0 |
Acquire a unique integer ID from a given attribute variable name. More... | |
virtual const String & | GetIndexBufferName (SInt32 id) const =0 |
Get the actual name of an index buffer by its unique integer ID. More... | |
virtual const String & | GetVertexBufferName (SInt32 id) const =0 |
Get the actual name of an vertex buffer by its unique integer ID. More... | |
virtual const String & | GetConstantBufferName (SInt32 id) const =0 |
Get the actual name of an constant buffer by its unique integer ID. More... | |
virtual const String & | GetUniformName (SInt32 id) const =0 |
Get the actual name of a uniform variable by its unique integer ID. More... | |
virtual const String & | GetAttributeName (SInt32 id) const =0 |
Get the actual name of an attribute variable by its unique integer ID. More... | |
virtual UInt32 | AcquireConstantBufferSignature (const IConstantBuffer *constantBuffer)=0 |
Acquire a signature for a given constant buffer object. More... | |
virtual Bool | ReleaseConstantBufferSignature (const IConstantBuffer *constantBuffer)=0 |
Release the signature of a given constant buffer object. More... | |
virtual UInt32 | AcquireConstantsSignature (const IConstants *constants)=0 |
Acquire a signature for a given constant buffer group object. More... | |
virtual Bool | ReleaseConstantsSignature (const IConstants *constants)=0 |
Release the signature of a given constant buffer group object. More... | |
virtual UInt32 | AcquireIndexBufferSignature (const IIndexBuffer *indexBuffer)=0 |
Acquire a signature for a given index buffer object. More... | |
virtual Bool | ReleaseIndexBufferSignature (const IIndexBuffer *indexBuffer)=0 |
Release the signature of a given index buffer object. More... | |
virtual UInt32 | AcquireIndicesSignature (const IIndices *indices)=0 |
Acquire a signature for a given index buffer group object. More... | |
virtual Bool | ReleaseIndicesSignature (const IIndices *indices)=0 |
Release the signature of a given index buffer group object. More... | |
virtual UInt32 | AcquireVertexBufferSignature (const IVertexBuffer *vertexBuffer)=0 |
Acquire a signature for a given vertex buffer object. More... | |
virtual Bool | ReleaseVertexBufferSignature (const IVertexBuffer *vertexBuffer)=0 |
Release the signature of a given vertex buffer object. More... | |
virtual UInt32 | AcquireVerticesSignature (const IVertices *vertices)=0 |
Acquire a signature for a given vertex buffer group object. More... | |
virtual Bool | ReleaseVerticesSignature (const IVertices *vertices)=0 |
Release the signature of a given vertex buffer group object. More... | |
virtual void | IncreaseNumberOfSuspendedObjects ()=0 |
Increase the internal suspended object count by 1. More... | |
virtual void | DecreaseNumberOfSuspendedObjects ()=0 |
Decrease the internal suspended object count by 1. More... | |
virtual void | IncreaseNumberOfAllocatedResourceBytes (UInt32 numBytes)=0 |
Increase the internal number of allocated resource bytes. More... | |
virtual void | DecreaseNumberOfAllocatedResourceBytes (UInt32 numBytes)=0 |
Decrease the internal number of allocated resource bytes. More... | |
virtual Bool | ValidateFrameBufferFormat (IEnums::PixelFormat &colorPixelFormat, IEnums::DepthBufferFormat &depthBufferFormat, IEnums::StencilBufferFormat &stencilBufferFormat)=0 |
Validate a frame buffer format. More... | |
virtual Bool | TakeScreenshot (IVideoStream *outputStream, IEnums::Orientation windowOrientation)=0 |
Take a screenshot. More... | |
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virtual | ~IFactoryObject () |
The destructor. More... | |
virtual const ClassInfo * | GetObjectClassInfo () const=0 |
Get the object instance's class info, if present. More... | |
virtual void | ResetObjectProperties ()=0 |
Reset the object instance's properties to their default values. | |
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virtual Bool | RegisterObjectClass (const IObject::ClassInfo &classInfo)=0 |
Register an object class. More... | |
virtual Bool | UnregisterObjectClass (const IObject::ClassInfo &classInfo)=0 |
Unregister a previously registered object class. More... | |
virtual SInt32 | GetRegisteredObjectClassInfoIndex (const IObject::ClassInfo &classInfo) const =0 |
Query the index of a registered object class, by its ClassInfo structure. More... | |
virtual SInt32 | GetRegisteredObjectClassInfoIndex (const String &className) const =0 |
Query the index of a registered object class, by its class name. More... | |
virtual UInt32 | GetNumberOfRegisteredObjectClassInfos () const =0 |
Get the total number of registered object classes. More... | |
virtual const IObject::ClassInfo * | GetRegisteredObjectClassInfo (UInt32 index) const =0 |
Get the ClassInfo structure of a registered object class. More... | |
Additional Inherited Members | |
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typedef Array< const ClassInfo *> | ClassInfoArray |
Definition of an array of ClassInfo objects. More... | |
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static const PropertyInfo * | GetPropertyInfo () |
Get the class' property info struct. More... | |
static const AttributeInfo * | GetAttributeInfo () |
Get the class' attribute info struct. More... | |
static void | ResetProperties (IFactoryObject< IRenderer > *object) |
Reset an object instance's properties to their default values. More... | |
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Get the underlying video API.
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Get the number of supported shader languages.
If the renderer does not support programmable shaders, this method returns 0. Otherwise, the number of supported languages is returned, the individual languages can be queried using GetSupportedShaderLanguage() with an index from 0 to GetNumberOfSupportedShaderLanguages()-1; the most preferrable shader language can be found at index 0.
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Get the supported shader language for a given index.
index | The index, from 0 to GetNumberOfSupportedShaderLanguages()-1. |
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Initialize the renderer.
engine | The engine to attach to. |
appConfig | The application configuration object. |
features | The feature set to possibly update according to this renderer' capabilities. |
videoInterface | An interface to the platform front end's video interface for managing contexts etc. |
sizeX | The initial horizontal output surface size in pixels. |
sizeY | The initial vertical output surface size in pixels. |
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Deinitialize the renderer.
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Start the renderer after it has been initialized.
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Stop the renderer before it gets deinitialized.
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Pause the renderer if it is running.
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Continue the renderer if it is paused.
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Suspend the renderer.
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Resume the renderer.
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Get the available features.
Create a renderer object.
className | The class name of the renderer object to create. |
Destroy an object that was created by this renderer.
object | A reference to a pointer containing the object to destroy. |
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Create a renderer batch.
Destroy a batch that was created by this renderer.
batch | A reference to a pointer containing the batch to destroy. |
Set the current output surface dimensions.
sizeX | The current horizontal output surface size in pixels. |
sizeY | The current vertical output surface size in pixels. |
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Begin submission of renderer objects for the next frame.
Any calls to state-changing methods like SetCurrentMaterial(), SetCurrentCamera() etc. as well as any queueing methods like PushObjectForRendering() must happen between a call to this method and the corresponding EndSubmission() call.
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End submission of renderer objects for the next frame.
Start the actual rendering process after all current objects have been submitted.
triggerSuspend | If true, all objects registered for manual resource suspension are triggered to release any resources that are not currently needed. |
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Wait for the current rendering process to complete, after calling BeginRendering().
Start the rendering process for an existing static batch.
batch | The batch to render. |
Finalize the rendering process for an existing static batch.
batch | The batch to render. |
Register the actual render (main) thread with the renderer.
threadId | The thread ID of the main thread. |
Register the logic processing thread with the renderer.
threadId | The thread ID of the logic thread. |
Register the background loader thread with the renderer.
threadId | The thread ID of the loader thread. |
Unregister a render (main) thread from the renderer.
threadId | The thread ID of the main thread. |
Unregister a logic processing thread from the renderer.
threadId | The thread ID of the logic thread. |
Unregister a background loader thread from the renderer.
threadId | The thread ID of the loader thread. |
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Register an object for automatic resource suspension.
object | The object to register. |
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Unregister an object from automatic resource suspension.
object | The object to unregister. |
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Register an object for manual resource suspension.
object | The object to register. |
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Unregister an object from manual resource suspension.
object | The object to unregister. |
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Invoke a call to an object method on a suitable render thread.
If the platform supports video API calls on a thread other than the (single) main render thread, this feature is also enabled in the engine configuration (See IEngineConfiguratioh::SetAsyncLoadingEnabled()), and the current thread is not the logic thread, this method tries to directly call the given method. Otherwise, and also if the force parameter is set to true, the call is invoked on the main render thread and this method blocks until the call is finished.
call | A call handle, obtained via Util::CreateMethodCall(). |
force | If true, main thread invocation is forced. |
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Set the current camera affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
camera | The camera to activate. |
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Set the current layer affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
layer | The layer index to set. |
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Set the current world transform affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
transform | The world transform to apply. |
depthOrder | The depth (sorting) order. |
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Set the current material affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
material | The material to apply. |
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Set the current shader variables affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
constants | The shader variables to apply. |
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Set a single texture at a given unit affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
texture | The texture to apply. |
unit | The texture unit, from 0 to IEnums::NUM_TEXTURE_UNITS-1. |
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Set the number of active texture units affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
numberOfUnitsUsed | The current number of active texture units, from 0 to IEnums::NUM_TEXTURE_UNITS-1. |
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Set multiple texture units affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
textures | An array of textures to apply. |
numberOfUnitsUsed | The actual number of textures to activate, from 0 to IEnums::NUM_TEXTURE_UNITS-1. |
Set a single light source at a given unit affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
light | The light source to apply. |
unit | The light unit, from 0 to IEnums::NUM_LIGHT_UNITS-1. |
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Set the number of active light source units affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
numberOfUnitsUsed | The current number of active light units, from 0 to IEnums::NUM_LIGHT_UNITS-1. |
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Set multiple light source units affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
lights | An array of light sources to apply. |
numberOfUnitsUsed | The actual number of light sources to activate, from 0 to IEnums::NUM_LIGHT_UNITS-1. |
Set a single bone at a given unit affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
bone | The bone to apply. |
unit | The bone unit, from 0 to IEnums::NUM_BONE_UNITS-1. |
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Set the number of active bone units affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
numberOfUnitsUsed | The current number of active bone units, from 0 to IEnums::NUM_BONE_UNITS-1. |
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Set multiple bone units affecting subsequent drawables.
This method must only be called between BeginSubmission() and EndSubmission().
bones | An array of bones to apply. |
numberOfUnitsUsed | The actual number of bones to activate, from 0 to IEnums::NUM_BONE_UNITS-1. |
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Queue up an object for updating.
This method must only be called between BeginSubmission() and EndSubmission().
object | The object to queue up. |
localTime | The time stamp. |
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Queue up a drawable object for rendering.
This method must only be called between BeginSubmission() and EndSubmission().
vertices | The drawable's vertices to queue up. |
indices | The drawable's optional indices to queue up. |
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Queue up a drawable object for rendering.
This method must only be called between BeginSubmission() and EndSubmission().
drawable | The drawable to queue up. |
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Queue up a static batch for rendering.
This method must only be called between BeginSubmission() and EndSubmission().
batch | The batch to queue up. |
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Get the current number of texture units needed for rendering.
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Get the current number of light units needed for rendering.
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Get the current number of bone units needed for rendering.
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Get the currently active shader's light texture unit, if used.
When the currently active shader renders projective lights, this method returns the shader's actually used texture unit for a given light unit. Otherwise, -1 is returned.
lightUnit | The light unit to check. |
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Query the number of most recently rendered objects.
Must be called after EndRendering().
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Query the number of most recently rendered object batches.
Must be called after EndRendering().
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Query the number objects suspended after the most recent cycle.
Must be called after EndRendering().
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Query the total number of allocated resource bytes.
Must be called after EndRendering().
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Acquire a unique integer ID from a given index buffer name.
indexBufferName | The name of the index buffer. |
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Acquire a unique integer ID from a given vertex buffer name.
vertexBufferName | The name of the vertex buffer. |
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Acquire a unique integer ID from a given constant buffer name.
constantBufferName | The name of the constant buffer. |
Acquire a unique integer ID from a given uniform variable name.
uniformName | The name of the uniform variable. |
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Acquire a unique integer ID from a given attribute variable name.
attributeName | The name of the attribute variable. |
Get the actual name of an index buffer by its unique integer ID.
id | The unique integer ID. |
Get the actual name of an vertex buffer by its unique integer ID.
id | The unique integer ID. |
Get the actual name of an constant buffer by its unique integer ID.
id | The unique integer ID. |
Get the actual name of a uniform variable by its unique integer ID.
id | The unique integer ID. |
Get the actual name of an attribute variable by its unique integer ID.
id | The unique integer ID. |
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Acquire a signature for a given constant buffer object.
constantBuffer | The constant buffer for which to acquire the signature. |
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Release the signature of a given constant buffer object.
constantBuffer | The constant buffer for which to release the signature. |
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Acquire a signature for a given constant buffer group object.
constants | The constant buffer group for which to acquire the signature. |
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Release the signature of a given constant buffer group object.
constants | The constant buffer group for which to release the signature. |
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Acquire a signature for a given index buffer object.
indexBuffer | The index buffer for which to acquire the signature. |
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Release the signature of a given index buffer object.
indexBuffer | The index buffer for which to release the signature. |
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Acquire a signature for a given index buffer group object.
indices | The index buffer group for which to acquire the signature. |
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Release the signature of a given index buffer group object.
indices | The index buffer group for which to release the signature. |
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Acquire a signature for a given vertex buffer object.
vertexBuffer | The vertex buffer for which to acquire the signature. |
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Release the signature of a given vertex buffer object.
vertexBuffer | The vertex buffer for which to release the signature. |
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pure virtual |
Acquire a signature for a given vertex buffer group object.
vertices | The vertex buffer group for which to acquire the signature. |
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Release the signature of a given vertex buffer group object.
vertices | The vertex buffer group for which to release the signature. |
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Increase the internal suspended object count by 1.
Called by an object entering the suspended state.
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Decrease the internal suspended object count by 1.
Called by an object leaving the suspended state.
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Increase the internal number of allocated resource bytes.
Called by an object whenever it allocates a new memory resource.
numBytes | The number of newly allocated bytes. |
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Decrease the internal number of allocated resource bytes.
Called by an object whenever it releases a memory resource.
numBytes | The number of freed bytes. |
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Validate a frame buffer format.
colorPixelFormat | The color buffer pixel format to check. |
depthBufferFormat | The depth buffer format to check. |
stencilBufferFormat | The stencil buffer format to check. |
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Take a screenshot.
outputStream | The video stream receiving the current screen shot. |
windowOrientation | The window orientation. |