SND\AstrorEnales_cp 3316d46dba - Implemented some GetData methods in the Vertex and Index Buffer implementations
- Added developer, PercentageComplete and TestState attributes
- Added Event to the FrameworkDispatcher which will be used by the components that need it (audio etc.)
- Some more refactorings, regions, etc.
2012-09-04 21:36:46 +00:00

53 lines
2.1 KiB
C#

using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.NonXNA
{
public interface IRenderSystemCreator : ICreator
{
INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters);
INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount);
INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap,
SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
RenderTargetUsage usage);
INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size,
int indexCount, BufferUsage usage);
INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexBuffer managedBuffer,
VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
#if XNAEXT
INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage);
#endif
INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode);
INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream vertexShaderByteCode,
Stream pixelShaderByteCode);
IOcclusionQuery CreateOcclusionQuery();
bool IsLanguageSupported(EffectSourceLanguage sourceLanguage);
INativeBlendState CreateBlendState();
INativeRasterizerState CreateRasterizerState();
INativeDepthStencilState CreateDepthStencilState();
INativeSamplerState CreateSamplerState();
byte[] GetShaderByteCode(PreDefinedShader type);
EffectSourceLanguage GetStockShaderSourceLanguage { get; }
ReadOnlyCollection<GraphicsAdapter> GetAdapterList();
void SetTextureSampler(int index, Texture value);
}
}