implements IDisposable
0x00x0018
Members 1
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x08 | m_Ptr | long | 1 flags | — |
Functions 127
| Signature | Flags | Native | Params |
|---|---|---|---|
| void Internal_SetSinglePassStereo(const SinglePassStereoMode& mode) | Private | 0x04 | |
| long InitBuffer() | PrivateStatic | 0x08 | |
| long CreateGPUFence_Internal(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage) | Private | 0x08 | |
| void WaitOnGPUFence_Internal(long fencePtr, const SynchronisationStageFlags& stage) | Private | 0x08 | |
| void ReleaseBuffer() | Private | 0x00 | |
| void SetComputeFloatParam(ComputeShader computeShader, int nameID, float val) | Public | 0x08 | |
| void SetComputeIntParam(ComputeShader computeShader, int nameID, int val) | Public | 0x08 | |
| void SetComputeVectorParam(ComputeShader computeShader, int nameID, const Vector4& val) | Public | 0x10 | |
| void SetComputeMatrixParam(ComputeShader computeShader, int nameID, const Matrix4x4& val) | Public | 0x40 | |
| void Internal_SetComputeFloats(ComputeShader computeShader, int nameID, const float[]& values) | Private | 0x08 | |
| void Internal_SetComputeInts(ComputeShader computeShader, int nameID, const int[]& values) | Private | 0x08 | |
| void Internal_SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, ref RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element) | Private | 0x28 | |
| void Internal_SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, ComputeBuffer buffer) | Private | 0x08 | |
| void Internal_SetComputeGraphicsBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer) | Private | 0x08 | |
| void Internal_SetComputeConstantComputeBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size) | Private | 0x08 | |
| void Internal_DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ) | Private | 0x08 | |
| void set_name(const string& value) | Public+1 flags | 0x08 | |
| void Clear() | Public | 0x00 | |
| void Internal_DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawRendererList(const RendererList& rendererList) | Private | 0x10 | |
| void Internal_DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawOcclusionMesh(const RectInt& normalizedCamViewport) | Private | 0x10 | |
| void SetRandomWriteTarget_GraphicsBuffer(int index, GraphicsBuffer uav, bool preserveCounterValue) | Private | 0x08 | |
| void ClearRandomWriteTargets() | Public | 0x00 | |
| void SetViewport(const Rect& pixelRect) | Public | 0x10 | |
| void CopyTexture_Internal(ref RenderTargetIdentifier& src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, ref RenderTargetIdentifier& dst, int dstElement, int dstMip, int dstX, int dstY, int mode) | Private | 0x28 | |
| void Blit_Texture(Texture source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice) | Private | 0x28 | |
| void Blit_Identifier(ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice) | Private | 0x28 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode, bool useDynamicScale) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode, bool useDynamicScale) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format) | Public | 0x04 | |
| void GetTemporaryRTWithDescriptor(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter) | Private | 0x34 | |
| void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter) | Public | 0x34 | |
| void ReleaseTemporaryRT(int nameID) | Public | 0x04 | |
| void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil) | Public | 0x10 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor) | Public | 0x10 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth) | Public | 0x10 | |
| void SetGlobalFloat(int nameID, float value) | Public | 0x04 | |
| void SetGlobalVector(int nameID, const Vector4& value) | Public | 0x10 | |
| void EnableShaderKeyword(const string& keyword) | Public | 0x08 | |
| void DisableShaderKeyword(const string& keyword) | Public | 0x08 | |
| void SetViewProjectionMatrices(const Matrix4x4& view, const Matrix4x4& proj) | Public | 0x40 | |
| void SetExecutionFlags(const CommandBufferExecutionFlags& flags) | Public | 0x04 | |
| bool ValidateAgainstExecutionFlags(const CommandBufferExecutionFlags& requiredFlags, const CommandBufferExecutionFlags& invalidFlags) | Private | 0x04 | |
| void SetGlobalTexture_Impl(int nameID, ref RenderTargetIdentifier& rt, const RenderTextureSubElement& element) | Private | 0x28 | |
| void BeginSample(const string& name) | Public | 0x08 | |
| void EndSample(const string& name) | Public | 0x08 | |
| void BeginSample(CustomSampler sampler) | Public | 0x08 | |
| void EndSample(CustomSampler sampler) | Public | 0x08 | |
| void BeginSample_CustomSampler(CustomSampler sampler) | Private | 0x08 | |
| void EndSample_CustomSampler(CustomSampler sampler) | Private | 0x08 | |
| void SetGlobalConstantBufferInternal(ComputeBuffer buffer, int nameID, int offset, int size) | Private | 0x08 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& loadAction, const RenderBufferStoreAction& storeAction) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x28 | |
| void SetRenderTargetSingle_Internal(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Private | 0x28 | |
| void SetRenderTargetColorDepth_Internal(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | Private | 0x28 | |
| void SetRenderTargetMulti_Internal(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | Private | 0x28 | |
| void SetRenderTargetMultiSubtarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Private | 0x28 | |
| void SetBufferData(ComputeBuffer buffer, Array data) | Public | 0x08 | |
| void InternalSetComputeBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | Private | 0x08 | |
| void Finalize() | 2 flags | 0x00 | |
| void Dispose() | PublicFinal+2 flags | 0x00 | |
| void Dispose(bool disposing) | Private | 0x01 | |
| void .ctor() | Public+1 flags | 0x00 | |
| GraphicsFence CreateAsyncGraphicsFence() | Public | 0x10 | |
| GraphicsFence CreateGraphicsFence(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage) | Public | 0x10 | |
| void WaitOnAsyncGraphicsFence(const GraphicsFence& fence) | Public | 0x10 | |
| void WaitOnAsyncGraphicsFence(const GraphicsFence& fence, const SynchronisationStage& stage) | Public | 0x10 | |
| void WaitOnAsyncGraphicsFence(const GraphicsFence& fence, const SynchronisationStageFlags& stage) | Public | 0x10 | |
| void SetComputeVectorParam(ComputeShader computeShader, const string& name, const Vector4& val) | Public | 0x10 | |
| void SetComputeFloatParams(ComputeShader computeShader, const string& name, const float[]& values) | Public | 0x08 | |
| void SetComputeFloatParams(ComputeShader computeShader, int nameID, const float[]& values) | Public | 0x08 | |
| void SetComputeIntParams(ComputeShader computeShader, int nameID, const int[]& values) | Public | 0x08 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt, int mipLevel) | Public | 0x28 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, ComputeBuffer buffer) | Public | 0x08 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer) | Public | 0x08 | |
| void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size) | Public | 0x08 | |
| void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ) | Public | 0x08 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass) | Public | 0x40 | |
| void DrawRendererList(const RendererList& rendererList) | Public | 0x10 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount) | Public | 0x40 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount) | Public | 0x40 | |
| void DrawOcclusionMesh(const RectInt& normalizedCamViewport) | Public | 0x10 | |
| void SetRandomWriteTarget(int index, GraphicsBuffer buffer, bool preserveCounterValue) | Public | 0x08 | |
| void CopyTexture(const RenderTargetIdentifier& src, const RenderTargetIdentifier& dst) | Public | 0x28 | |
| void CopyTexture(const RenderTargetIdentifier& src, int srcElement, int srcMip, const RenderTargetIdentifier& dst, int dstElement, int dstMip) | Public | 0x28 | |
| void Blit(Texture source, const RenderTargetIdentifier& dest) | Public | 0x28 | |
| void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest) | Public | 0x28 | |
| void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, Material mat, int pass) | Public | 0x28 | |
| void SetGlobalTexture(const string& name, const RenderTargetIdentifier& value) | Public | 0x28 | |
| void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value) | Public | 0x28 | |
| void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value, const RenderTextureSubElement& element) | Public | 0x28 | |
| void SetGlobalConstantBuffer(ComputeBuffer buffer, int nameID, int offset, int size) | Public | 0x08 | |
| void SetSinglePassStereo(const SinglePassStereoMode& mode) | Public | 0x04 | |
| void SetComputeVectorParam_Injected(ComputeShader computeShader, int nameID, ref Vector4& val) | Private | 0x10 | |
| void SetComputeMatrixParam_Injected(ComputeShader computeShader, int nameID, ref Matrix4x4& val) | Private | 0x40 | |
| void Internal_DrawMesh_Injected(Mesh mesh, ref Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawRendererList_Injected(ref RendererList& rendererList) | Private | 0x10 | |
| void Internal_DrawProcedural_Injected(ref Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawOcclusionMesh_Injected(ref RectInt& normalizedCamViewport) | Private | 0x10 | |
| void SetViewport_Injected(ref Rect& pixelRect) | Private | 0x10 | |
| void Blit_Texture_Injected(Texture source, ref RenderTargetIdentifier& dest, Material mat, int pass, ref Vector2& scale, ref Vector2& offset, int sourceDepthSlice, int destDepthSlice) | Private | 0x28 | |
| void Blit_Identifier_Injected(ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, Material mat, int pass, ref Vector2& scale, ref Vector2& offset, int sourceDepthSlice, int destDepthSlice) | Private | 0x28 | |
| void GetTemporaryRTWithDescriptor_Injected(int nameID, ref RenderTextureDescriptor& desc, const FilterMode& filter) | Private | 0x34 | |
| void ClearRenderTarget_Injected(const RTClearFlags& clearFlags, ref Color& backgroundColor, float depth, uint stencil) | Private | 0x10 | |
| void SetGlobalVector_Injected(int nameID, ref Vector4& value) | Private | 0x10 | |
| void SetViewProjectionMatrices_Injected(ref Matrix4x4& view, ref Matrix4x4& proj) | Private | 0x40 | |
| void SetRenderTargetSingle_Internal_Injected(ref RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Private | 0x28 | |
| void SetRenderTargetColorDepth_Internal_Injected(ref RenderTargetIdentifier& color, ref RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | Private | 0x28 | |
| void SetRenderTargetMulti_Internal_Injected(const RenderTargetIdentifier[]& colors, ref RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | Private | 0x28 | |
| void SetRenderTargetMultiSubtarget_Injected(const RenderTargetIdentifier[]& colors, ref RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Private | 0x28 |
Used by 47
types with a member, parameter or interface of this type<>cAction`2BlitterCameraCommandBuffer[]CommandBufferExtensionsCommandBufferPoolConstantBufferConstantBuffer`1CoreUtilsEmptyInternalEnumerator`1FSRUtilsGraphicsHammersleyICollection`1IList`1InternalEnumerator`1IReadOnlyList`1LensFlareCommonSRPMaterialQualityUtilitiesMeshToSDFBakerMultiScaleVOObjectPool`1PooledObjectPostProcessDebugPostProcessDebugLayerPostProcessLayerPostProcessRenderContextPowerOfTwoTextureAtlasProbeReferenceVolumeProfilingSampleProfilingSamplerProfilingScopeRenderGraphRenderGraphContextRenderGraphParametersRTHandleRuntimeUtilitiesScalableAOScriptableRenderContextStack`1Texture2DAtlasTexture2DAtlasDynamicTextureLerperTextureXRUnityAction`1XRUtils