agl namespace
Namespaces
Classes
- class ComputeShader
- class DisplayList
- class DrawContext
- class FragmentShader
- class GeometryShader
-
template<typename T>class GPUMemAddr
- class GPUMemAddrBase
-
template<typename T>class GPUMemBlock
- class GPUMemBlockBase
-
template<typename T>class GPUMemBlockT
- struct GPUMemVoidAddr
- class RenderBuffer
- class RenderTargetColor
- class RenderTargetDepth
-
template<typename Type>class ResArray
-
template<typename DataType>struct ResArrayData
- class ResBinaryShaderArchive
- struct ResBinaryShaderArchiveData
- class ResBinaryShaderProgram
- struct ResBinaryShaderProgramData
-
template<typename DataType_>class ResCommon
- class ResShaderArchive
- struct ResShaderArchiveData
- class ResShaderBinary
- struct ResShaderBinaryData
- class ResShaderMacro
- struct ResShaderMacroData
- class ResShaderProgram
- struct ResShaderProgramData
- class ResShaderSource
- struct ResShaderSourceData
- class ResShaderSymbol
- class ResShaderSymbolArray
- struct ResShaderSymbolData
- class ResShaderVariation
- struct ResShaderVariationData
- class Shader
- class ShaderCompileInfo
- class ShaderProgram
- class ShaderProgramArchive
- class TextureData
- class TextureDataSerializerTGA
- class VertexShader
Enums
- enum ShaderOptimizeType { }
- enum class MemoryAttribute: u32 { Default = 0, _00 = 1 << 0, _01 = 1 << 1, CompressibleMemory = 1 << 2, CpuCached = 1 << 3, _04 = 1 << 4, MemoryReserved = 1 << 7, GpuCached = 1 << 8 }
- enum ShaderType { cShaderType_Vertex, cShaderType_Fragment, cShaderType_Geometry, cShaderType_Num }
- enum ShaderSymbolType { cShaderSymbolType_Uniform, cShaderSymbolType_UniformBlock, cShaderSymbolType_Sampler, cShaderSymbolType_Attribute, cShaderSymbolType_Num }
- enum ShaderMode { cShaderMode_UniformRegister, cShaderMode_UniformBlock, cShaderMode_GeometryShader, cShaderMode_Invalid }
- enum class TextureType { cTextureType_1D, cTextureType_2D, cTextureType_3D, cTextureType_CubeMap, cTextureType_1D_Array, cTextureType_2D_Array, cTextureType_2D_MSAA, cTextureType_2D_MSAA_Array }
- enum class TextureFormat { cTextureFormat_Invalid, cTextureFormat_R8_uNorm, cTextureFormat_R8_uInt, cTextureFormat_R8_sNorm, cTextureFormat_R8_sInt, cTextureFormat_R16_uNorm, cTextureFormat_R16_uInt, cTextureFormat_R16_sNorm, cTextureFormat_R16_sInt, cTextureFormat_R16_float, cTextureFormat_R8_G8_uNorm, cTextureFormat_R8_G8_uInt, cTextureFormat_R8_G8_sNorm, cTextureFormat_R8_G8_sInt, cTextureFormat_R5_G6_B5_uNorm, cTextureFormat_A1_B5_G5_R5_uNorm, cTextureFormat_R4_G4_B4_A4_uNorm, cTextureFormat_R5_G5_B5_A1_uNorm, cTextureFormat_R32_uInt, cTextureFormat_R32_sInt, cTextureFormat_R32_float, cTextureFormat_R16_G16_uNorm, cTextureFormat_R16_G16_uInt, cTextureFormat_R16_G16_sNorm, cTextureFormat_R16_G16_sInt, cTextureFormat_R16_G16_float, cTextureFormat_R11_G11_B10_float, cTextureFormat_A2_B10_G10_R10_uNorm, cTextureFormat_A2_B10_G10_R10_uInt, cTextureFormat_R8_G8_B8_A8_uNorm, cTextureFormat_R8_G8_B8_A8_uInt, cTextureFormat_R8_G8_B8_A8_sNorm, cTextureFormat_R8_G8_B8_A8_sInt, cTextureFormat_R8_G8_B8_A8_SRGB, cTextureFormat_R10_G10_B10_A2_uNorm, cTextureFormat_R10_G10_B10_A2_uInt, cTextureFormat_R32_G32_uInt, cTextureFormat_R32_G32_sInt, cTextureFormat_R32_G32_float, cTextureFormat_R16_G16_B16_A16_uNorm, cTextureFormat_R16_G16_B16_A16_uInt, cTextureFormat_R16_G16_B16_A16_sNorm, cTextureFormat_R16_G16_B16_A16_sInt, cTextureFormat_R16_G16_B16_A16_float, cTextureFormat_R32_G32_B32_A32_uInt, cTextureFormat_R32_G32_B32_A32_sInt, cTextureFormat_R32_G32_B32_A32_float, cTextureFormat_BC1_uNorm, cTextureFormat_BC1_SRGB, cTextureFormat_BC2_uNorm, cTextureFormat_BC2_SRGB, cTextureFormat_BC3_uNorm, cTextureFormat_BC3_SRGB, cTextureFormat_BC4_uNorm, cTextureFormat_BC4_sNorm, cTextureFormat_BC5_uNorm, cTextureFormat_BC5_sNorm, cTextureFormat_BC7_uNorm, cTextureFormat_BC7_SRGB, cTextureFormat_Depth_16, cTextureFormat_Depth_32, cTextureFormat_Depth_24_uNorm_Stencil_8, cTextureFormat_Depth_32_float_Stencil_8, cTextureFormat_Num }
- enum class TextureAttribute { }
- enum class MultiSampleType { }
Typedefs
- using ResBinaryShaderProgramArray = ResArray<ResBinaryShaderProgram>
-
using ResBinaryShaderProgramArrayData = ResBinaryShaderProgramArray::
DataType - using ResShaderBinaryArray = ResArray<ResShaderBinary>
-
using ResShaderBinaryArrayData = ResShaderBinaryArray::
DataType - using ResShaderMacroArray = ResArray<ResShaderMacro>
-
using ResShaderMacroArrayData = ResShaderMacroArray::
DataType - using ResShaderProgramArray = ResArray<ResShaderProgram>
-
using ResShaderProgramArrayData = ResShaderProgramArray::
DataType - using ResShaderSourceArray = ResArray<ResShaderSource>
-
using ResShaderSourceArrayData = ResShaderSourceArray::
DataType -
using ResShaderSymbolArrayData = ResShaderSymbolArray::
DataType - using ResShaderVariationArray = ResArray<ResShaderVariation>
-
using ResShaderVariationArrayData = ResShaderVariationArray::
DataType
Functions
-
void ModifyEndianU32(bool is_le,
void* p_data,
size_
t size)
Enum documentation
enum agl:: ShaderOptimizeType
#include <common/aglDrawContext.h>
enum class agl:: MemoryAttribute: u32
#include <common/aglGPUCommon.hpp>
enum agl:: ShaderType
#include <common/aglShaderEnum.h>
enum agl:: ShaderSymbolType
#include <common/aglShaderEnum.h>
enum agl:: ShaderMode
#include <common/aglShaderEnum.h>
enum class agl:: TextureType
#include <common/aglTextureEnum.h>
enum class agl:: TextureFormat
#include <common/aglTextureEnum.h>
enum class agl:: TextureAttribute
#include <common/aglTextureEnum.h>
enum class agl:: MultiSampleType
#include <common/aglTextureEnum.h>
Typedef documentation
using agl:: ResBinaryShaderProgramArray = ResArray<ResBinaryShaderProgram>
#include <common/aglResBinaryShaderProgram.h>
using agl:: ResShaderBinaryArray = ResArray<ResShaderBinary>
#include <common/aglResShaderBinary.h>
using agl:: ResShaderBinaryArrayData = ResShaderBinaryArray:: DataType
#include <common/aglResShaderBinary.h>
using agl:: ResShaderMacroArray = ResArray<ResShaderMacro>
#include <common/aglResShaderMacro.h>
using agl:: ResShaderMacroArrayData = ResShaderMacroArray:: DataType
#include <common/aglResShaderMacro.h>
using agl:: ResShaderProgramArray = ResArray<ResShaderProgram>
#include <common/aglResShaderProgram.h>
using agl:: ResShaderProgramArrayData = ResShaderProgramArray:: DataType
#include <common/aglResShaderProgram.h>
using agl:: ResShaderSourceArray = ResArray<ResShaderSource>
#include <common/aglResShaderSource.h>
using agl:: ResShaderSourceArrayData = ResShaderSourceArray:: DataType
#include <common/aglResShaderSource.h>
using agl:: ResShaderSymbolArrayData = ResShaderSymbolArray:: DataType
#include <common/aglResShaderSymbol.h>
using agl:: ResShaderVariationArray = ResArray<ResShaderVariation>
#include <common/aglResShaderVariation.h>
using agl:: ResShaderVariationArrayData = ResShaderVariationArray:: DataType
#include <common/aglResShaderVariation.h>
Function documentation
void agl:: ModifyEndianU32(bool is_le,
void* p_data,
size_ t size)
#include <common/aglResCommon.h>