Table of Contents

Namespace Pie

Classes

BlendState

Used to tell the graphics device how to blend objects with opacity.

DepthStencilState

Used to tell the graphics device how to handle depth information.

Framebuffer
GraphicsApiExtensions
GraphicsBuffer

A graphics buffer stores data on the GPU, and can be accessed by the GPU.

GraphicsDevice

A Pie Graphics Device provides all the rendering functions for a given physical graphics device.

InputLayout

Describes how the graphics device should process vertices.

MappableResource
PieException

General Pie-specific exceptions.

PieLog

Pie will log various events here. Can be especially useful during debugging.

PieMetrics

Various useful and interesting Pie metrics.

PieUtils

Various handy utilities you may use when developing with Pie.

RasterizerState

Used to tell the graphics device how to raster triangles.

SamplerState

Used to tell the graphics device how to sample textures.

Shader

A shader is a small program that is executed on the GPU. They are often used to transform vertices and draw pixels (fragments) to the screen.

Swapchain

A swapchain contains various buffers that are rendered to. Every GraphicsDevice must have a Swapchain to render to.

Texture

A texture is a data store that can be sampled from in a Shader. This includes preloaded texture data, or a Framebuffer.

Structs

BlendStateDescription

Describes how a BlendState should behave.

DepthStencilStateDescription

Describes how a DepthStencilState should behave.

FramebufferAttachment

A texture attachment for a Framebuffer

GraphicsAdapter

A physical graphics device in a machine.

GraphicsDeviceOptions

Provides various startup options for a GraphicsDevice.

InputLayoutDescription

Describes how an InputLayout should behave.

MappedSubresource
RasterizerStateDescription

Describes a RasterizerState.

SamplerStateDescription

Describes a SamplerState.

ShaderAttachment

Attach shader code at the given Stage to a new Shader.

StencilFace

Used in DepthStencilStateDescription to describe actions that occur for a given stencil face.

TextureDescription

Used to describe how a new Texture should be stored and sampled from.

Validity

Represents the result of a validity check.

Enums

BlendOperation

A blending operation.

BlendType

The blending type for a source or destination.

BufferType

The type of a GraphicsBuffer.

ClearFlags

The flags to use when clearing the target framebuffer.

ColorWriteMask

The color write mask tells the graphics device which color channels to draw to the current framebuffer.

ComparisonFunc

Describes when the various tests should pass.

CullDirection

The direction to use during culling. This is typically equal to the winding order of the vertices.

CullFace

The face to cull.

FillMode

Defines how polygons should be filled and drawn by the graphics device.

Format

Used to describe the type of input data passed to an object. Used in Textures and InputLayouts.

GraphicsApi

The backend graphics API used for a GraphicsDevice.

IndexType

The data type of the indices used when drawing.

InputType

The type of an input layout element.

LogType
MapMode

The mode for which a buffer will be mapped.

PrimitiveType

Various input primitive types, used for rendering.

StencilOp

Various operations that can occur during stencil testing.

TextureAddress

Used to define what is sampled when the texture coordinates go outside the 0-1 range.

TextureFilter

Represents various ways a texture can be filtered.

TextureType

Various supported types of texture creation.

TextureUsage

Flags to describe how a texture will be used.

Delegates

PieLog.OnLog

Called whenever Pie logs an event.