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.
- 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.
- 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.
- RasterizerStateDescription
Describes a RasterizerState.
- SamplerStateDescription
Describes a SamplerState.
- 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.
- 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.