class CommandList
in global :: Sandbox . Rendering
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public RenderTargetHandle GrabFrameTexture( string token, bool withMips = False )
Takes a copy of the framebuffer and returns a handle to it
withMipsGenerates mipmaps on the grabbed texture filtered with gaussian blur for each mip
public RenderTargetHandle GrabDepthTexture( string token, bool withMips = False )
Takes a copy of the depthbuffer and returns a handle to it
withMipsGenerates mipmaps on the grabbed texture filtered with gaussian blur for each mip
public void InsertList( CommandList otherBuffer )
Run this CommandList here
public void DrawModel( Model model, Transform transform, RenderAttributes attributes = null )
Draws a single model at the given Transform immediately.
modelThe model to drawtransformTransform to draw the model atattributesOptional attributes to apply only for this draw call
public void DrawModelInstancedIndirect( Model model, GpuBuffer buffer, int bufferOffset = 0, RenderAttributes attributes = null )
Draws multiple instances of a model using GPU instancing with the number of instances being provided by indirect draw arguments. Use `SV_InstanceID` semantic in shaders to access the rendered instance.
modelThe model to drawbufferThe GPU buffer containing the DrawIndirectArgumentsbufferOffsetOptional offset in the GPU bufferattributesOptional attributes to apply only for this draw call
public void DrawModelInstanced( Model model, int count, RenderAttributes attributes = null )
Draws multiple instances of a model using GPU instancing. This is similar to , except the count is provided from the CPU rather than via a GPU buffer. Use `SV_InstanceID` semantic in shaders to access the rendered instance.
modelThe model to drawcountThe number of instances to drawattributesOptional attributes to apply only for this draw call
public void DrawInstancedIndirect( Material material, GpuBuffer indirectBuffer, uint bufferOffset = 0, RenderAttributes attributes = null, Graphics.PrimitiveType primitiveType = Triangles )
Draws instanced geometry using a vertex buffer and indirect draw arguments stored in a GPU buffer.
Remarks: Vertex data is accessed in shader through buffer attribute and SV_VertexID.
materialThe material to use for rendering.indirectBufferThe GPU buffer containing indirect draw arguments.bufferOffsetOptional byte offset into the indirect buffer.attributesOptional render attributes to apply only for this draw call.primitiveTypeThe type of primitives to render. Defaults to triangles.
public void DrawIndexedInstancedIndirect( GpuBuffer indexBuffer, Material material, GpuBuffer indirectBuffer, uint bufferOffset = 0, RenderAttributes attributes = null, Graphics.PrimitiveType primitiveType = Triangles )
Draws instanced indexed geometry using indirect draw arguments stored in a GPU buffer.
Remarks: Vertex data is accessed in shader through buffer attribute and SV_VertexID.
indexBufferThe GPU buffer containing index data.materialThe material to use for rendering.indirectBufferThe GPU buffer containing indirect draw arguments.bufferOffsetOptional byte offset into the indirect buffer.attributesOptional render attributes to apply only for this draw call.primitiveTypeThe type of primitives to render. Defaults to triangles.
public RenderTargetHandle GetRenderTarget( string name, ImageFormat format, int numMips = 1, int sizeFactor = 1 )
Get a screen size render target.
public void ReleaseRenderTarget( RenderTargetHandle handle )
We're no longer using this RT, return it to the pool
public void Set( StringToken token, RenderTargetHandle.ColorTextureRef buffer, int mip = -1 )
Set the color texture from this named render target to this attribute
public void SetGlobal( StringToken token, RenderTargetHandle.ColorIndexRef buffer )
Set the color texture from this named render target to this attribute
public void DispatchCompute( ComputeShader compute, int threadsX, int threadsY, int threadsZ )
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No summary.
public void DispatchComputeIndirect( ComputeShader compute, GpuBuffer indirectBuffer, uint indirectElementOffset = 0 )
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public RenderTargetHandle.SizeHandle ViewportSize { get; }
A handle to the viewport size
public void DispatchCompute( ComputeShader compute, RenderTargetHandle.SizeHandle dimension )
Dispatch a compute shader
public RenderTargetHandle TransferRenderTarget( RenderTargetHandle handle, CommandList targetCommandList )
Transfers ownership of a render target from this command list to another. The target command list becomes responsible for the render target.
handleThe render target handle to transfertargetCommandListThe command list to transfer the render target to- Returns A new handle that can be used with the target command list
public void Clear( Color color, bool clearColor = True, bool clearDepth = True, bool clearStencil = True )
Clear the current drawing context to given color.
colorColor to clear to.clearColorWhether to clear the color buffer at all.clearDepthWhether to clear the depth buffer.clearStencilWhether to clear the stencil buffer.
public void ResourceBarrierTransition( Texture texture, ResourceState state )
Executes a barrier transition for the given GPU Texture Resource. Transitions the texture resource to a new pipeline stage and access state.
textureThe texture to transition.stateThe new resource state for the texture.
public void ResourceBarrierTransition( GpuBuffer buffer, ResourceState state )
Executes a barrier transition for the given GPU Buffer Resource. Transitions the buffer resource to a new pipeline stage and access state.
bufferThe GPU buffer to transition.stateThe new resource state for the buffer.
public void ResourceBarrierTransition( GpuBuffer buffer, ResourceState before, ResourceState after )
Executes a barrier transition for the given GPU Buffer Resource. Transitions the buffer resource from a known source state to a specified destination state.
bufferThe GPU buffer to transition.beforeThe current resource state of the buffer.afterThe desired resource state of the buffer after the transition.
public void DrawIndexedInstancedIndirect( GpuBuffer<T> vertexBuffer, GpuBuffer indexBuffer, Material material, GpuBuffer indirectBuffer, uint bufferOffset = 0, RenderAttributes attributes = null, Graphics.PrimitiveType primitiveType = Triangles )
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public int GetHashCode( )
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public void DrawInstancedIndirect( GpuBuffer<T> vertexBuffer, Material material, GpuBuffer indirectBuffer, uint bufferOffset = 0, RenderAttributes attributes = null, Graphics.PrimitiveType primitiveType = Triangles )
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public void DrawIndexed( GpuBuffer<T> vertexBuffer, GpuBuffer indexBuffer, Material material, int startIndex = 0, int indexCount = 0, RenderAttributes attributes = null, Graphics.PrimitiveType primitiveType = Triangles )
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public void Draw( GpuBuffer<T> vertexBuffer, Material material, int startVertex = 0, int vertexCount = 0, RenderAttributes attributes = null, Graphics.PrimitiveType primitiveType = Triangles )
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public void DrawModelInstanced( Model model, Span<Transform> transforms, RenderAttributes attributes = null )
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public Type GetType( )
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public bool Equals( object obj )
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public string ToString( )
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public CommandList( string debugName )
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public string DebugName { get; set; }
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public bool Enabled { get; set; }
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public CommandList.Flag Flags { get; set; }
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public void Reset( )
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public void Blit( Material material )
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public void DrawQuad( Rect rect, Material material, Color color )
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public void DrawScreenQuad( Material material, Color color )
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public void Set( StringToken token, float f )
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public void Set( StringToken token, double f )
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public void Set( StringToken token, Vector2 vector2 )
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public void Set( StringToken token, Vector3 vector3 )
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public void Set( StringToken token, Vector4 vector4 )
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public void Set( StringToken token, int i )
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public CommandList( )
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public void Set( StringToken token, Matrix matrix )
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public void Set( StringToken token, Texture texture )
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public void SetCombo( StringToken token, int value )
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public void SetCombo( StringToken token, T t )
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public void SetConstantBuffer( StringToken token, T data )
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public void SetGlobal( StringToken token, GpuBuffer buffer )
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public void SetGlobal( StringToken token, int i )
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public void SetGlobal( StringToken token, float f )
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public void SetGlobal( StringToken token, double f )
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public void SetGlobal( StringToken token, Vector2 vector2 )
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public void SetGlobal( StringToken token, Vector3 vector3 )
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public void SetGlobal( StringToken token, Vector4 vector4 )
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public void SetGlobal( StringToken token, Matrix matrix )
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public void Set( StringToken token, GpuBuffer buffer )
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public void SetGlobal( StringToken token, Texture texture )
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