ngfx::D3DGraphicsPipeline::State

Public Attributes

Name
D3D12_PRIMITIVE_TOPOLOGY primitiveTopology
D3D12_FILL_MODE fillMode
bool blendEnable
D3D12_BLEND blendSrcColorFactor
D3D12_BLEND blendDstColorFactor
D3D12_BLEND_OP blendColorOp
D3D12_BLEND blendSrcAlphaFactor
D3D12_BLEND blendDstAlphaFactor
D3D12_BLEND_OP blendAlphaOp
UINT8 colorWriteMask
D3D12_CULL_MODE cullMode
bool frontFaceCounterClockwise
float lineWidth
bool depthTestEnable
bool depthWriteEnable
D3DRenderPass * renderPass
uint32_t numSamples
uint32_t numColorAttachments

Public Attributes Documentation

variable primitiveTopology

D3D12_PRIMITIVE_TOPOLOGY primitiveTopology =
        D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;

variable fillMode

D3D12_FILL_MODE fillMode = D3D12_FILL_MODE_SOLID;

variable blendEnable

bool blendEnable = false;

variable blendSrcColorFactor

D3D12_BLEND blendSrcColorFactor = D3D12_BLEND_SRC_ALPHA;

variable blendDstColorFactor

D3D12_BLEND blendDstColorFactor = D3D12_BLEND_INV_SRC_ALPHA;

variable blendColorOp

D3D12_BLEND_OP blendColorOp = D3D12_BLEND_OP_ADD;

variable blendSrcAlphaFactor

D3D12_BLEND blendSrcAlphaFactor = D3D12_BLEND_SRC_ALPHA;

variable blendDstAlphaFactor

D3D12_BLEND blendDstAlphaFactor = D3D12_BLEND_INV_SRC_ALPHA;

variable blendAlphaOp

D3D12_BLEND_OP blendAlphaOp = D3D12_BLEND_OP_ADD;

variable colorWriteMask

UINT8 colorWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;

variable cullMode

D3D12_CULL_MODE cullMode = D3D12_CULL_MODE_BACK;

variable frontFaceCounterClockwise

bool frontFaceCounterClockwise = false;

variable lineWidth

float lineWidth = 1.0f;

variable depthTestEnable

bool depthTestEnable = false;

variable depthWriteEnable

bool depthWriteEnable = false;

variable renderPass

D3DRenderPass * renderPass = nullptr;

variable numSamples

uint32_t numSamples = 1;

variable numColorAttachments

uint32_t numColorAttachments = 1;

Updated on 3 April 2021 at 20:21:51 PDT