SharpDX.Toolkit The assembly provides a high level DirectX API. Exception when an asset was not found from the . Initializes a new instance of the class. The message. The content manager implementation is responsible to load and store content data (texture, songs, effects...etc.) using several to resolve a stream from an asset name and several registered to convert data from stream. The content manager interface provides a service to load and store content data (texture, songs, effects...etc.). Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. Full asset name (with its extension) ``0. If the asset was not found from all . If no content reader was suitable to decode the asset. Unloads all data that was loaded by this ContentManager. All data will be disposed. Unlike method, this method is not threadsafe and must be called by a single caller at a single time. Gets the service provider associated with the ContentManager. The service provider. The service provider can be used by some when for example a needs to be used to instantiate a content. Initializes a new instance of ContentManager. Reference page contains code sample. The service provider that the ContentManager should use to locate services. Loads an asset that has been processed by the Content Pipeline. Reference page contains code sample. Full asset name (with its extension) ``0. If the asset was not found from all . If no content reader was suitable to decode the asset. Unloads all data that was loaded by this ContentManager. All data will be disposed. Unlike method, this method is not threadsafe and must be called by a single caller at a single time. Add or remove registered to this instance. Add or remove registered to this instance. Gets the service provider associated with the ContentManager. The service provider. Gets or sets the root directory. This attributes is used by data that are providing a for decoding data from a stream. Initializes a new instance of the class. Type of the content reader. Gets the type of the content reader. The type of the content reader. This is loading an asset name from a root directory from a physical disk. A content resolver is in charge of locating a stream from an asset name. Resolves the specified asset name to a stream. Name of the asset. A Stream of the asset. This value can be null if this resolver was not able to locate the asset. Initializes a new instance of the class. The root directory. Gets the root directory from where assets will be loaded from the disk. The root directory. A content reader is in charge of reading object data from a stream. Reads the content of a particular data from a stream. The content manager. The name of the asset associated with the stream. The steam of the asset to load data from. true to keep the stream opened after the content was read, otherwise the stream will be closed after if this content reader succeeded to read the data. The data decoded from the stream, or null if the kind of asset is not supported by this content reader. The namespace provides classes to handle game content. Describes a log message. Initializes a new instance of the class. The type. The text. Type of message. Text of the message. Type of a log message. Information message. Warning message. Error message. Class used to log warning, error, info messages. Initializes a new instance of the class. List of logged messages. Logs an Error with the specified error message. The error message. Logs an Error with the specified error message. The error message. The parameters. Logs a warning with the specified warning message. The warning message. Logs a warning with the specified warning message. The warning message. The parameters. Logs a info with the specified info message. The info message. Logs a warning with the specified info message. The info message. The parameters. Logs the message. The message. Gets a value indicating whether this instance has errors. true if this instance has errors; otherwise, false. Occurs when a new message is logged. An action to log a message. The logger. The message. The namespace provides classes to help game diagnostics. Describes the orientation of the display. The default value for the orientation. Displays in landscape mode to the left. Displays in landscape mode to the right. Displays in portrait mode. The namespace provides classes to load and save content data for the Graphics API. Data for a SpriteFont object that supports kerning. Loading of SpriteFontData supports DirectXTk "MakeSpriteFont" fornat and AngelCode Bitmap Font Maker (binary format). This method for loading/saving a font file generated from AngelCode BMFont. The binaryserializer to use. This method for loading/saving a font file generated from MakeSpriteFont. The binaryserializer to use. The number of pixels from the absolute top of the line to the base of the characters. This is the distance in pixels between each line of text. The default character fallback. An array of data. An array of data. An array of data. Loads a from the specified stream. The stream. A delegate to load bitmap data that are not stored in the buffer. An . Null if the stream is not a serialized . Loads a from the specified stream. The buffer. A delegate to load bitmap data that are not stored in the buffer. An . Null if the stream is not a serialized . Loads a from the specified stream. The filename. A delegate to load bitmap data that are not stored in the buffer. An . Null if the stream is not a serialized . Type of Channel, not used yet. A BMFont common header. A BMFont glyph header. Describes kerning information. Unicode for the 1st character. Unicode for the 2nd character. X Offsets in pixels to apply between the 1st and 2nd character. Describes bitmap font data. The actual data of the bitmap. See remarks. When loading bitmap from a DirectXTk "MakeSpriteFont/tkfont" exe, this field will contain a . When loading from an AngelCode BMFont, this field will contain a string representing the name of the external texture to load. Bitmap data. Wisth of the bitmap. Height of the bitmap. Format of the pixel. Srite in bytes of a row of pixels. Number of rowstride (may be less than when using compressed format. Actual raw data stored in format. Description of a glyph (a single character) Unicode codepoint. Glyph image data (may only use a portion of a larger bitmap). Layout information. Advance X Index to a bitmap stored in . Container for shader bytecodes and effect metadata. This class is responsible to store shader bytecodes, effects, techniques, passes...etc. It is working like an archive and is able to store multiple effect in a single object. It is serializable using and method. List of compiled shaders. List of effects. Saves this instance to the specified stream. The stream. Saves this instance to the specified file. The output filename. Merges an existing into this instance. The EffectData to merge. If the merge failed. This method is useful to build an archive of several effects. Merges an existing into this instance. The EffectData to merge. Logger used to report merging errors. This method is useful to build an archive of several effects. Loads an from the specified stream. The stream. An . Null if the stream is not a serialized . Loads an from the specified buffer. The buffer. An Loads an from the specified file. The filename. An A link to a compiled shader. Initializes a new instance of the class. Initializes a new instance of the class. The index in the shader pool. Initializes a new instance of the class. Name of the import function. Gets a value indicating whether this is an import. true if this is an import; otherwise, false. When this is an import, the is not valid. Only is valid. Gets or sets the index in the shader pool. The index. This index is a direct reference to the shader in . Gets or sets the name of the shader import. Can be null. The name of the import. This property is not null when there is no shader compiled and this is an import. Gets a value indicating whether this instance is a null shader. true if this instance is null shader; otherwise, false.

Describes a shader signature.

Describes an input or output signature, composed of descriptions.
Gets or sets the semantics Gets the bytecode of this signature. This field is only valid for Input Vertex Shader. Gets the hashcode associated with the signature bytecode.

Describes a semantic signature.

A shader can take n inputs and can produce m outputs. The order of the input (or output) parameters, their associated types, and any attached semantics make up the shader signature. Each shader has an input and an output signature.

When compiling a shader or an effect, some API calls validate shader signatures That is, they compare the output signature of one shader (like a vertex shader) with the input signature of another shader (like a pixel shader). This ensures that a shader outputs data that is compatible with a downstream shader that is consuming that data. Compatible means that a shader signature is a exact-match subset of the preceding shader stage. Exact match means parameter types and semantics must exactly match. Subset means that a parameter that is not required by a downstream stage, does not need to include that parameter in its shader signature.

Get a shader-signature from a shader or an effect by calling APIs such as .

ff476215 D3D11_SIGNATURE_PARAMETER_DESC D3D11_SIGNATURE_PARAMETER_DESC
Semantic Initializes a new instance of class. Name of the semantic. Index of the semantic. Register. A predefined string that determines the functionality of certain pipeline stages. The per-component-data type that is stored in a register. Mask which indicates which components of a register are used. sk which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature). Indicates which stream the geometry shader is using for the signature parameter.

A per-parameter string that identifies how the data will be used.

ff476215 const char* SemanticName char SemanticName

Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.

ff476215 unsigned int SemanticIndex unsigned int SemanticIndex

The register that will contain this variable's data.

ff476215 unsigned int Register unsigned int Register

A predefined string that determines the functionality of certain pipeline stages. See D3D10_NAME.

ff476215 D3D_NAME SystemValueType D3D_NAME SystemValueType

The per-component-data type that is stored in a register. See D3D10_REGISTER_COMPONENT_TYPE. Each register can store up to four-components of data.

ff476215 D3D_REGISTER_COMPONENT_TYPE ComponentType D3D_REGISTER_COMPONENT_TYPE ComponentType

Mask which indicates which components of a register are used.

ff476215 D3D11_REGISTER_COMPONENT_MASK_FLAG Mask D3D11_REGISTER_COMPONENT_MASK_FLAG Mask

Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature).

ff476215 D3D11_REGISTER_COMPONENT_MASK_FLAG ReadWriteMask D3D11_REGISTER_COMPONENT_MASK_FLAG ReadWriteMask

Indicates which stream the geometry shader is using for the signature parameter.

ff476215 unsigned int Stream unsigned int Stream
An attribute defined for a . Name of this attribute. Value of this attribute. Describes link to shaders for each pipeline Initializes a new instance of the class. Gets or sets the with the specified stage type. Type of the stage. A The return value can be null if there is no shaders associated for this particular stage. Describes a constant buffer. Name of this constant buffer. Size in bytes of this constant buffer. List of parameters in this constant buffer. Describes a pass from a technique. Name of this pass. True if this pass is the sub-pass of a root pass. List of . Description of the shader stage . Describes a technique. Name of this technique. This value can be null. List of . Describes a resource parameter. An abstract parameter, which can be a or a . Name of this parameter. The of this parameter. The of this parameter. Serialize this instance but hides implementation from outside.. The serializer. The slot index register to bind to. The number of slots to bind. Describes a value type parameter used by a . Offset in bytes into the . Number of elements. Size in bytes in the . Number of rows for this element. Number of columns for this element. The default value. Describes an effect. Name of the effect. Share constant buffers. List of . Describes a shader and associated bytecode. Name of this shader, only valid for public shaders, else null. Type of this shader. Compiler flags used to compile this shader. Level of this shader. Bytecode of this shader. Hashcode from the bytecode. Shaders with same bytecode with have same hashcode. Description of the input . Description of the output . List of constant buffers used by this shader. List of resource parameters used by this shader. Check if this instance is similar to another Shader. The other instance to check against. True if this instance is similar, false otherwise. Except the name, all fields are checked for deep equality. Effect Compiler flags. Directs the compiler to insert debug file/line/type/symbol information into the output code. D3DCOMPILE_DEBUG D3DCOMPILE_DEBUG Directs the compiler not to validate the generated code against known capabilities and constraints. We recommend that you use this constant only with shaders that have been successfully compiled in the past. DirectX always validates shaders before it sets them to a device. D3DCOMPILE_SKIP_VALIDATION D3DCOMPILE_SKIP_VALIDATION Directs the compiler to skip optimization steps during code generation. We recommend that you set this constant for debug purposes only. D3DCOMPILE_SKIP_OPTIMIZATION D3DCOMPILE_SKIP_OPTIMIZATION Directs the compiler to pack matrices in row-major order on input and output from the shader. D3DCOMPILE_PACK_MATRIX_ROW_MAJOR D3DCOMPILE_PACK_MATRIX_ROW_MAJOR Directs the compiler to pack matrices in column-major order on input and output from the shader. This type of packing is generally more efficient because a series of dot-products can then perform vector-matrix multiplication. D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR Directs the compiler to perform all computations with partial precision. If you set this constant, the compiled code might run faster on some hardware. D3DCOMPILE_PARTIAL_PRECISION D3DCOMPILE_PARTIAL_PRECISION Directs the compiler to not use flow-control constructs where possible. D3DCOMPILE_AVOID_FLOW_CONTROL D3DCOMPILE_AVOID_FLOW_CONTROL Directs the compiler to use flow-control constructs where possible. D3DCOMPILE_PREFER_FLOW_CONTROL D3DCOMPILE_PREFER_FLOW_CONTROL Forces strict compile, which might not allow for legacy syntax. By default, the compiler disables strictness on deprecated syntax. D3DCOMPILE_ENABLE_STRICTNESS D3DCOMPILE_ENABLE_STRICTNESS Directs the compiler to enable older shaders to compile to 5_0 targets. D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY Forces the IEEE strict compile. D3DCOMPILE_IEEE_STRICTNESS D3DCOMPILE_IEEE_STRICTNESS Directs the compiler to use the lowest optimization level. If you set this constant, the compiler might produce slower code but produces the code more quickly. Set this constant when you develop the shader iteratively. D3DCOMPILE_OPTIMIZATION_LEVEL0 D3DCOMPILE_OPTIMIZATION_LEVEL0 Directs the compiler to use the second lowest optimization level. D3DCOMPILE_OPTIMIZATION_LEVEL1 D3DCOMPILE_OPTIMIZATION_LEVEL1 Directs the compiler to use the second highest optimization level. D3DCOMPILE_OPTIMIZATION_LEVEL2 D3DCOMPILE_OPTIMIZATION_LEVEL2 Directs the compiler to use the highest optimization level. If you set this constant, the compiler produces the best possible code but might take significantly longer to do so. Set this constant for final builds of an application when performance is the most important factor. D3DCOMPILE_OPTIMIZATION_LEVEL3 D3DCOMPILE_OPTIMIZATION_LEVEL3 Directs the compiler to treat all warnings as errors when it compiles the shader code. We recommend that you use this constant for new shader code, so that you can resolve all warnings and lower the number of hard-to-find code defects. D3DCOMPILE_WARNINGS_ARE_ERRORS D3DCOMPILE_WARNINGS_ARE_ERRORS None. None None A delegate to load binary bitmap data from a bitmap name (currently used to load external bitmap referenced in AngelCode Bitmap data). The name of the bitmap data to load. A bitmap data object. Content reader for . The namespace provides a high level DirectX API. Identify a single GPU stage in the pipeline. Vertex shader stage. Hull shader stage. Domain shader stage. Geometry shader stage. Pixel shader stage. Compute shader stage. Values that identify the class of a shader variable. The class of a shader variable is not a programming class; the class identifies the variable class such as scalar, vector, object, and so on. ff728733 D3D_SHADER_VARIABLE_CLASS D3D_SHADER_VARIABLE_CLASS

The shader variable is a scalar.

ff728733 D3D_SVC_SCALAR D3D_SVC_SCALAR

The shader variable is a vector.

ff728733 D3D_SVC_VECTOR D3D_SVC_VECTOR

The shader variable is a row-major matrix.

ff728733 D3D_SVC_MATRIX_ROWS D3D_SVC_MATRIX_ROWS

The shader variable is a column-major matrix.

ff728733 D3D_SVC_MATRIX_COLUMNS D3D_SVC_MATRIX_COLUMNS

The shader variable is an object.

ff728733 D3D_SVC_OBJECT D3D_SVC_OBJECT

The shader variable is a structure.

ff728733 D3D_SVC_STRUCT D3D_SVC_STRUCT

The shader variable is a class.

ff728733 D3D_SVC_INTERFACE_CLASS D3D_SVC_INTERFACE_CLASS

The shader variable is an interface.

ff728733 D3D_SVC_INTERFACE_POINTER D3D_SVC_INTERFACE_POINTER

Values that identify various data, texture, and buffer types that can be assigned to a shader variable.

A call to the method returns a value in the Type member of a structure.

The types in a structured buffer describe the structure of the elements in the buffer. The layout of these types generally match their C++ struct counterparts. The following examples show structured buffers:

struct mystruct {float4 val; uint ind;}; RWStructuredBuffer<mystruct> rwbuf;	
            RWStructuredBuffer<float3> rwbuf2;
ff728735 D3D_SHADER_VARIABLE_TYPE D3D_SHADER_VARIABLE_TYPE

The variable is a void reference.

ff728735 D3D_SVT_VOID D3D_SVT_VOID

The variable is a boolean.

ff728735 D3D_SVT_BOOL D3D_SVT_BOOL

The variable is an integer.

ff728735 D3D_SVT_INT D3D_SVT_INT

The variable is a floating-point number.

ff728735 D3D_SVT_FLOAT D3D_SVT_FLOAT

The variable is a string.

ff728735 D3D_SVT_STRING D3D_SVT_STRING

The variable is a texture.

ff728735 D3D_SVT_TEXTURE D3D_SVT_TEXTURE

The variable is a 1D texture.

ff728735 D3D_SVT_TEXTURE1D D3D_SVT_TEXTURE1D

The variable is a 2D texture.

ff728735 D3D_SVT_TEXTURE2D D3D_SVT_TEXTURE2D

The variable is a 3D texture.

ff728735 D3D_SVT_TEXTURE3D D3D_SVT_TEXTURE3D

The variable is a texture cube.

ff728735 D3D_SVT_TEXTURECUBE D3D_SVT_TEXTURECUBE

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER D3D_SVT_SAMPLER

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER1D D3D_SVT_SAMPLER1D

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER2D D3D_SVT_SAMPLER2D

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER3D D3D_SVT_SAMPLER3D

The variable is a sampler.

ff728735 D3D_SVT_SAMPLERCUBE D3D_SVT_SAMPLERCUBE

The variable is a pixel shader.

ff728735 D3D_SVT_PIXELSHADER D3D_SVT_PIXELSHADER

The variable is a vertex shader.

ff728735 D3D_SVT_VERTEXSHADER D3D_SVT_VERTEXSHADER

The variable is a pixel shader.

ff728735 D3D_SVT_PIXELFRAGMENT D3D_SVT_PIXELFRAGMENT

The variable is a vertex shader.

ff728735 D3D_SVT_VERTEXFRAGMENT D3D_SVT_VERTEXFRAGMENT

The variable is an unsigned integer.

ff728735 D3D_SVT_UINT D3D_SVT_UINT

The variable is an 8-bit unsigned integer.

ff728735 D3D_SVT_UINT8 D3D_SVT_UINT8

The variable is a geometry shader.

ff728735 D3D_SVT_GEOMETRYSHADER D3D_SVT_GEOMETRYSHADER

The variable is a rasterizer-state object.

ff728735 D3D_SVT_RASTERIZER D3D_SVT_RASTERIZER

The variable is a depth-stencil-state object.

ff728735 D3D_SVT_DEPTHSTENCIL D3D_SVT_DEPTHSTENCIL

The variable is a blend-state object.

ff728735 D3D_SVT_BLEND D3D_SVT_BLEND

The variable is a buffer.

ff728735 D3D_SVT_BUFFER D3D_SVT_BUFFER

The variable is a constant buffer.

ff728735 D3D_SVT_CBUFFER D3D_SVT_CBUFFER

The variable is a texture buffer.

ff728735 D3D_SVT_TBUFFER D3D_SVT_TBUFFER

The variable is a 1D-texture array.

ff728735 D3D_SVT_TEXTURE1DARRAY D3D_SVT_TEXTURE1DARRAY

The variable is a 2D-texture array.

ff728735 D3D_SVT_TEXTURE2DARRAY D3D_SVT_TEXTURE2DARRAY

The variable is a render-target view.

ff728735 D3D_SVT_RENDERTARGETVIEW D3D_SVT_RENDERTARGETVIEW

The variable is a depth-stencil view.

ff728735 D3D_SVT_DEPTHSTENCILVIEW D3D_SVT_DEPTHSTENCILVIEW

The variable is a 2D-multisampled texture.

ff728735 D3D_SVT_TEXTURE2DMS D3D_SVT_TEXTURE2DMS

The variable is a 2D-multisampled-texture array.

ff728735 D3D_SVT_TEXTURE2DMSARRAY D3D_SVT_TEXTURE2DMSARRAY

The variable is a texture-cube array.

ff728735 D3D_SVT_TEXTURECUBEARRAY D3D_SVT_TEXTURECUBEARRAY

The variable holds a compiled hull-shader binary.

ff728735 D3D_SVT_HULLSHADER D3D_SVT_HULLSHADER

The variable holds a compiled domain-shader binary.

ff728735 D3D_SVT_DOMAINSHADER D3D_SVT_DOMAINSHADER

The variable is an interface.

ff728735 D3D_SVT_INTERFACE_POINTER D3D_SVT_INTERFACE_POINTER

The variable holds a compiled compute-shader binary.

ff728735 D3D_SVT_COMPUTESHADER D3D_SVT_COMPUTESHADER

The variable is a double precision (64-bit) floating-point number.

ff728735 D3D_SVT_DOUBLE D3D_SVT_DOUBLE

The variable is a 1D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE1D D3D_SVT_RWTEXTURE1D

The variable is an array of 1D read-and-write textures.

ff728735 D3D_SVT_RWTEXTURE1DARRAY D3D_SVT_RWTEXTURE1DARRAY

The variable is a 2D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE2D D3D_SVT_RWTEXTURE2D

The variable is an array of 2D read-and-write textures.

ff728735 D3D_SVT_RWTEXTURE2DARRAY D3D_SVT_RWTEXTURE2DARRAY

The variable is a 3D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE3D D3D_SVT_RWTEXTURE3D

The variable is a read-and-write buffer.

ff728735 D3D_SVT_RWBUFFER D3D_SVT_RWBUFFER

The variable is a byte-address buffer.

ff728735 D3D_SVT_BYTEADDRESS_BUFFER D3D_SVT_BYTEADDRESS_BUFFER

The variable is a read-and-write byte-address buffer.

ff728735 D3D_SVT_RWBYTEADDRESS_BUFFER D3D_SVT_RWBYTEADDRESS_BUFFER

The variable is a structured buffer.

For more information about structured buffer, see the Remarks section.

ff728735 D3D_SVT_STRUCTURED_BUFFER D3D_SVT_STRUCTURED_BUFFER

The variable is a read-and-write structured buffer.

ff728735 D3D_SVT_RWSTRUCTURED_BUFFER D3D_SVT_RWSTRUCTURED_BUFFER

The variable is an append structured buffer.

ff728735 D3D_SVT_APPEND_STRUCTURED_BUFFER D3D_SVT_APPEND_STRUCTURED_BUFFER

The variable is a consume structured buffer.

ff728735 D3D_SVT_CONSUME_STRUCTURED_BUFFER D3D_SVT_CONSUME_STRUCTURED_BUFFER