Diligent Engine API Reference
Diligent::DeviceContextGLImpl Member List

This is the complete list of members for Diligent::DeviceContextGLImpl, including all inherited members.

ClearDepthStencil(ITextureView *pView, Uint32 ClearFlags, float fDepth, Uint8 Stencil) override finalDiligent::DeviceContextGLImplvirtual
ClearRenderTarget(ITextureView *pView, const float *RGBA) override finalDiligent::DeviceContextGLImplvirtual
ClearStateCache()Diligent::DeviceContextBase< IDeviceContextGL >inlineprotected
CommitShaderResources(IShaderResourceBinding *pShaderResourceBinding, Uint32 Flags) override finalDiligent::DeviceContextGLImplvirtual
DeviceContextBase< IDeviceContextGL >::CommitShaderResources(IShaderResourceBinding *pShaderResourceBinding, Uint32 Flags, int)Diligent::DeviceContextBase< IDeviceContextGL >inline
DeviceContextBase(IReferenceCounters *pRefCounters, IRenderDevice *pRenderDevice, bool bIsDeferred)Diligent::DeviceContextBase< IDeviceContextGL >inline
DispatchCompute(const DispatchComputeAttribs &DispatchAttrs) override finalDiligent::DeviceContextGLImplvirtual
Draw(DrawAttribs &DrawAttribs) override finalDiligent::DeviceContextGLImplvirtual
ExecuteCommandList(class ICommandList *pCommandList) override finalDiligent::DeviceContextGLImplvirtual
FinishCommandList(class ICommandList **ppCommandList) override finalDiligent::DeviceContextGLImplvirtual
Flush() override finalDiligent::DeviceContextGLImplvirtual
GetDevice()Diligent::DeviceContextBase< IDeviceContextGL >inline
GetPipelineState(IPipelineState **ppPSO, float *BlendFactors, Uint32 &StencilRef)Diligent::DeviceContextBase< IDeviceContextGL >inline
GetRenderTargets(Uint32 &NumRenderTargets, ITextureView **ppRTVs, ITextureView **ppDSV)Diligent::DeviceContextBase< IDeviceContextGL >inline
GetRenderTargetSize(Uint32 &RTWidth, Uint32 &RTHeight)Diligent::DeviceContextBase< IDeviceContextGL >inlineprotected
GetSwapChain()Diligent::DeviceContextBase< IDeviceContextGL >inline
GetViewports(Uint32 &NumViewports, Viewport *pViewports)Diligent::DeviceContextBase< IDeviceContextGL >inline
InvalidateState() override finalDiligent::DeviceContextGLImplvirtual
IsDefaultFBBound()Diligent::DeviceContextBase< IDeviceContextGL >inline
m_BlendFactorsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_IndexDataStartOffsetDiligent::DeviceContextBase< IDeviceContextGL >protected
m_IsDefaultFramebufferBoundDiligent::DeviceContextBase< IDeviceContextGL >protected
m_NumBoundRenderTargetsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_NumScissorRectsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_NumVertexStreamsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_NumViewportsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_pBoundDepthStencilDiligent::DeviceContextBase< IDeviceContextGL >protected
m_pBoundRenderTargetsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_pDeviceDiligent::DeviceContextBase< IDeviceContextGL >protected
m_pIndexBufferDiligent::DeviceContextBase< IDeviceContextGL >protected
m_pPipelineStateDiligent::DeviceContextBase< IDeviceContextGL >protected
m_pSwapChainDiligent::DeviceContextBase< IDeviceContextGL >protected
m_ScissorRectsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_StencilRefDiligent::DeviceContextBase< IDeviceContextGL >protected
m_VertexStreamsDiligent::DeviceContextBase< IDeviceContextGL >protected
m_ViewportsDiligent::DeviceContextBase< IDeviceContextGL >protected
QueryInterface(const Diligent::INTERFACE_ID &IID, IObject **ppInterface) override finalDiligent::DeviceContextGLImplvirtual
SetBlendFactors(const float *pBlendFactors=nullptr) override finalDiligent::DeviceContextGLImplvirtual
SetIndexBuffer(IBuffer *pIndexBuffer, Uint32 ByteOffset) override finalDiligent::DeviceContextGLImplvirtual
SetPipelineState(IPipelineState *pPipelineState) override finalDiligent::DeviceContextGLImplvirtual
SetRenderTargets(Uint32 NumRenderTargets, ITextureView *ppRenderTargets[], ITextureView *pDepthStencil) override finalDiligent::DeviceContextGLImplvirtual
DeviceContextBase< IDeviceContextGL >::SetRenderTargets(Uint32 NumRenderTargets, ITextureView *ppRenderTargets[], ITextureView *pDepthStencil, Uint32 Dummy=0)Diligent::DeviceContextBase< IDeviceContextGL >inline
SetScissorRects(Uint32 NumRects, const Rect *pRects, Uint32 RTWidth, Uint32 RTHeight) override finalDiligent::DeviceContextGLImplvirtual
DeviceContextBase< IDeviceContextGL >::SetScissorRects(Uint32 NumRects, const Rect *pRects, Uint32 &RTWidth, Uint32 &RTHeight)Diligent::DeviceContextBase< IDeviceContextGL >inline
SetStencilRef(Uint32 StencilRef) override finalDiligent::DeviceContextGLImplvirtual
SetSwapChain(ISwapChain *pSwapChain) override finalDiligent::DeviceContextBase< IDeviceContextGL >inlinevirtual
SetVertexBuffers(Uint32 StartSlot, Uint32 NumBuffersSet, IBuffer **ppBuffers, Uint32 *pStrides, Uint32 *pOffsets, Uint32 Flags) override finalDiligent::DeviceContextGLImplvirtual
SetViewports(Uint32 NumViewports, const Viewport *pViewports, Uint32 RTWidth, Uint32 RTHeight) override finalDiligent::DeviceContextGLImplvirtual
DeviceContextBase< IDeviceContextGL >::SetViewports(Uint32 NumViewports, const Viewport *pViewports, Uint32 &RTWidth, Uint32 &RTHeight)Diligent::DeviceContextBase< IDeviceContextGL >inline
TransitionShaderResources(IPipelineState *pPipelineState, IShaderResourceBinding *pShaderResourceBinding) override finalDiligent::DeviceContextGLImplvirtual
UpdateCurrentGLContext() override finalDiligent::DeviceContextGLImplvirtual