OpenSiv3D  v0.6.5
C++20 framework for creative coding
s3d::PixelShaderAsset Member List

This is the complete list of members for s3d::PixelShaderAsset, including all inherited members.

AssetHandle()s3d::AssetHandle< PixelShader >
AssetHandle(std::shared_ptr< AssetIDWrapperType > &&id)s3d::AssetHandle< PixelShader >explicit
AssetIDWrapperType typedefs3d::AssetHandle< PixelShader >
Enumerate()s3d::PixelShaderAssetstatic
ESSL(FilePathView path, const Array< ConstantBufferBinding > &bindings)s3d::PixelShaderstatic
getBinary() const noexcepts3d::PixelShader
GLSL(FilePathView path, const Array< ConstantBufferBinding > &bindings)s3d::PixelShaderstatic
HLSL(FilePathView path, StringView entryPoint=U"PS")s3d::PixelShaderstatic
id() const noexcepts3d::AssetHandle< PixelShader >
IDType typedefs3d::AssetHandle< PixelShader >
isEmpty() const noexcepts3d::AssetHandle< PixelShader >
IsReady(AssetNameView name)s3d::PixelShaderAssetstatic
IsRegistered(AssetNameView name)s3d::PixelShaderAssetstatic
Load(AssetNameView name)s3d::PixelShaderAssetstatic
m_handles3d::AssetHandle< PixelShader >protected
MSL(StringView entryPoint, FilePathView path={})s3d::PixelShaderstatic
operator bool() const noexcepts3d::AssetHandle< PixelShader >explicit
operator!=(const AssetHandle &other) const noexcepts3d::AssetHandle< PixelShader >
operator==(const AssetHandle &other) const noexcepts3d::AssetHandle< PixelShader >
PixelShader()s3d::PixelShader
PixelShaderAsset(AssetNameView name)s3d::PixelShaderAssetexplicit
Register(AssetNameView name, FilePathView path, StringView entryPoint, const Array< ConstantBufferBinding > &bindings)s3d::PixelShaderAssetstatic
Register(AssetNameView name, const s3d::HLSL &hlsl)s3d::PixelShaderAssetstatic
Register(AssetNameView name, const s3d::GLSL &glsl)s3d::PixelShaderAssetstatic
Register(AssetNameView name, const s3d::MSL &msl)s3d::PixelShaderAssetstatic
Register(AssetNameView name, const s3d::ESSL &essl)s3d::PixelShaderAssetstatic
Register(AssetNameView name, const s3d::WGSL &wgsl)s3d::PixelShaderAssetstatic
Register(AssetNameView name, const ShaderGroup &shaderGroup)s3d::PixelShaderAssetstatic
Register(AssetNameView name, std::unique_ptr< PixelShaderAssetData > &&data)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, FilePathView path, StringView entryPoint, const Array< ConstantBufferBinding > &bindings)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, const s3d::HLSL &hlsl)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, const s3d::GLSL &glsl)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, const s3d::MSL &msl)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, const s3d::ESSL &essl)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, const s3d::WGSL &wgsl)s3d::PixelShaderAssetstatic
Register(const AssetNameAndTags &nameAndTags, const ShaderGroup &shaderGroup)s3d::PixelShaderAssetstatic
release()s3d::AssetHandle< PixelShader >
Release(AssetNameView name)s3d::PixelShaderAssetstatic
ReleaseAll()s3d::PixelShaderAssetstatic
swap(PixelShader &other) noexcepts3d::PixelShader
Unregister(AssetNameView name)s3d::PixelShaderAssetstatic
UnregisterAll()s3d::PixelShaderAssetstatic
WGSL(FilePathView path, const Array< ConstantBufferBinding > &bindings)s3d::PixelShaderstatic
~PixelShader()s3d::PixelShadervirtual