#include <xsi_graphicdriver.h>
Class Description
The
GraphicDriver class encapsulates the graphic driver currently
set for drawing hardware shaders.
- See also:
-
HardwareShaderContext
- Since:
- 9.0 (2011)
List of all
members.
Constructor & Destructor Documentation
Constructor.
- Parameters:
-
in_ref |
constant reference object. |
Copy constructor.
- Parameters:
-
in_obj |
constant class object. |
Member Function Documentation
bool IsA |
( |
siClassID |
in_ClassID |
) |
const [virtual] |
Returns true if a given class type is compatible with this API
class.
- Parameters:
-
- Returns:
- true if the class is compatible, false otherwise.
Reimplemented from SIObject.
Returns the type of the API class.
- Returns:
- The class type.
Reimplemented from SIObject.
Creates an object from another object. The newly created object
is set to empty if the input object is not compatible.
- Parameters:
-
in_obj |
constant class object. |
- Returns:
- The new
GraphicDriver object.
Creates an object from a reference object. The newly created
object is set to empty if the input reference object is not
compatible.
- Parameters:
-
in_ref |
constant class object. |
- Returns:
- The new
GraphicDriver object.
Reimplemented from SIObject.
Returns a siGraphicDriver enum indicating the type of graphic
driver.
- Returns:
- The graphic driver type.
void* GetHardwareInterface |
( |
|
) |
|
Returns a void* which represents the interface to the underlying
Graphics API. for OpenGL, this simple returns a HGLRC. For DirectX
based divers, you get an IUnknown which can be used to retrieved
the DirectX device.
- Returns:
- Pointer to the hardware graphic interface.
CStatus AddDriverResource |
( |
void * |
in_pRes |
) |
|
Adds a resource to the driver. The implementation and meaning of
this method differs from driver to driver. For DirectX9, the
parameter is a pointer to an IUnknown. You should use this function
when you create a resource that is not automatically managed by the
DirectX driver and that needs to be manually restored when the
DirectX device is reset. For example, if you create a HLSL shader
(ID3DXEffect) in your plugin, you must pass the IUnknown pointer of
this effect using AddDriverResource. The driver will then take care
of managing the states when the device is released.
- Parameters:
-
Pointer |
to a resource for a given graphic API type. |
- Returns:
-
CStatus::OK for success
The documentation for this class was generated from the following
file: