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

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

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