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<?xml version="1.0"?>
<doc>
<assembly>
<name>SharpDX.Direct3D11</name>
</assembly>
<members>
<member name="T:SharpDX.Direct3D11.AssemblyDoc">
<summary>
The <see cref="A:SharpDX.Direct3D11"/> assembly provides managed Direct3D11 API.
</summary>
<msdn-id>ff476080</msdn-id>
<unmanaged>Direct3D11</unmanaged>
<unmanaged-short>Direct3D11</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendState">
<summary>
<p>The blend-state interface holds a description for blending state that you can bind to the output-merger stage.</p>
</summary>
<remarks>
<p>Blending applies a simple function to combine output values from a pixel shader with data in a render target. You have control over how the pixels are blended by using a predefined set of blending operations and preblending operations.</p><p>To create a blend-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong>. To bind the blend-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Mathematics.Interop.RawColor4},System.UInt32)" /></strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState']/*" />
<msdn-id>ff476349</msdn-id>
<unmanaged>ID3D11BlendState</unmanaged>
<unmanaged-short>ID3D11BlendState</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BlendStateDescription)">
<summary>
Constructs a new <see cref = "T:SharpDX.Direct3D11.BlendState" /> based on the specified description.
</summary>
<param name = "device">The device with which to associate the state object.</param>
<param name = "description">The state description.</param>
<returns>The newly created object.</returns>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BlendState"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.BlendState">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.BlendState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.BlendState.Description">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState::GetDesc']/*" />
<msdn-id>ff476350</msdn-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
<unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.GetDescription(SharpDX.Direct3D11.BlendStateDescription@)">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<param name="descRef"><dd> <p>A reference to a <strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription" /></strong> structure that receives a description of the blend state.</p> </dd></param>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState::GetDesc']/*" />
<msdn-id>ff476350</msdn-id>
<unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11BlendState::GetDesc</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendState1">
<summary>
<p>The blend-state interface holds a description for blending state that you can bind to the output-merger stage. This blend-state interface supports logical operations as well as blending operations.</p>
</summary>
<remarks>
<p>Blending applies a simple function to combine output values from a pixel shader with data in a render target. You have control over how the pixels are blended by using a predefined set of blending operations and preblending operations.</p><p>To create a blend-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong>. To bind the blend-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Mathematics.Interop.RawColor4},System.UInt32)" /></strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState1']/*" />
<msdn-id>hh404571</msdn-id>
<unmanaged>ID3D11BlendState1</unmanaged>
<unmanaged-short>ID3D11BlendState1</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.#ctor(SharpDX.Direct3D11.Device1,SharpDX.Direct3D11.BlendStateDescription1)">
<summary>
Constructs a new <see cref = "T:SharpDX.Direct3D11.BlendState1" /> based on the specified description.
</summary>
<param name = "device">The device with which to associate the state object.</param>
<param name = "description">The state description.</param>
<returns>The newly created object.</returns>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BlendState1"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.BlendState1">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.BlendState1"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.BlendState1.Description1">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState1::GetDesc1']/*" />
<msdn-id>hh404573</msdn-id>
<unmanaged>GetDesc1</unmanaged>
<unmanaged-short>GetDesc1</unmanaged-short>
<unmanaged>void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.GetDescription1(SharpDX.Direct3D11.BlendStateDescription1@)">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<param name="descRef"><dd> <p>A reference to a <strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription1" /></strong> structure that receives a description of the blend state. This blend state can specify logical operations as well as blending operations.</p> </dd></param>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState1::GetDesc1']/*" />
<msdn-id>hh404573</msdn-id>
<unmanaged>void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc)</unmanaged>
<unmanaged-short>ID3D11BlendState1::GetDesc1</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendStateDescription">
<summary>
<p> Describes the blend state that you use in a call to <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong> to create a blend-state object. </p>
</summary>
<remarks>
<p>Here are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All" /></td></tr> </table><p>?</p><strong>Note</strong>??<strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription" /></strong> is identical to <strong>D3D10_BLEND_DESC1</strong>.?<p> If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware" /></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb" /></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb" /></strong>, or <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm_SRgb" /></strong>, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, the display device performs the blend in linear space, which is ideal. </p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>D3D11_BLEND_DESC</unmanaged>
<unmanaged-short>D3D11_BLEND_DESC</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendStateDescription.Default">
<summary>
Returns default values for <see cref="T:SharpDX.Direct3D11.BlendStateDescription"/>.
</summary>
<remarks>
See MSDN documentation for default values.
</remarks>
</member>
<member name="M:SharpDX.Direct3D11.BlendStateDescription.Clone">
<summary>
Clones this instance.
</summary>
<returns>A copy of this instance.</returns>
<remarks>
Because this structure contains an array, it is not possible to modify it without making an explicit clone method.
</remarks>
</member>
<member name="F:SharpDX.Direct3D11.BlendStateDescription.AlphaToCoverageEnable">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::AlphaToCoverageEnable']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>BOOL AlphaToCoverageEnable</unmanaged>
<unmanaged-short>BOOL AlphaToCoverageEnable</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BlendStateDescription.IndependentBlendEnable">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::IndependentBlendEnable']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>BOOL IndependentBlendEnable</unmanaged>
<unmanaged-short>BOOL IndependentBlendEnable</unmanaged-short>
</member>
<member name="P:SharpDX.Direct3D11.BlendStateDescription.RenderTarget">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::RenderTarget']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>D3D11_RENDER_TARGET_BLEND_DESC RenderTarget[8]</unmanaged>
<unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC RenderTarget</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendStateDescription1">
<summary>
<strong>Note</strong>?? This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p> Describes the blend state that you use in a call to <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong> to create a blend-state object. </p>
</summary>
<remarks>
<p> Here are the default values for blend state. </p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].LogicOpEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].LogicOp</td><td><see cref="F:SharpDX.Direct3D11.LogicOperation.Noop" /></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All" /></td></tr> </table><p>?</p><p> If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware" /></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb" /></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb" /></strong>, or <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm_SRgb" /></strong>, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, the display device performs the blend in linear space, which is ideal. </p><p> When you set the <strong>LogicOpEnable</strong> member of the first element of the <strong>RenderTarget</strong> array (<strong>RenderTarget</strong>[0]) to <strong>TRUE</strong>, you must also set the <strong>BlendEnable</strong> member of <strong>RenderTarget</strong>[0] to <strong><see cref="F:SharpDX.Result.False" /></strong>, and the <strong>IndependentBlendEnable</strong> member of this <strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription1" /></strong> to <strong><see cref="F:SharpDX.Result.False" /></strong>. This reflects the limitation in hardware that you can't mix logic operations with blending across multiple render targets, and that when you use a logic operation, you must apply the same logic operation to all render targets. </p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC1']/*" />
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