Zdexby TheHolyOneZ
44,741 classes
Class

CommandBuffer

: Object
UnityEngine.Rendering.CommandBuffer, UnityEngine.CoreModule 0x0018 (24 B) inherited 0x0010 UnityEngine.CoreModule.dll
implements IDisposable
0x00x0018

Members 1

OffsetSizeNameTypeFlagsDefault
0x08m_Ptrlong1 flags—

Functions 158

SignatureFlagsNativeParams
void Internal_SetSinglePassStereo(const SinglePassStereoMode& mode)Private0x04
long InitBuffer()PrivateStatic0x08
long CreateGPUFence_Internal(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage)Private0x08
void WaitOnGPUFence_Internal(long fencePtr, const SynchronisationStageFlags& stage)Private0x08
void ReleaseBuffer()Private0x00
void SetComputeFloatParam(ComputeShader computeShader, int nameID, float val)Public0x08
void SetComputeIntParam(ComputeShader computeShader, int nameID, int val)Public0x08
void SetComputeVectorParam(ComputeShader computeShader, int nameID, const Vector4& val)Public0x10
void SetComputeVectorArrayParam(ComputeShader computeShader, int nameID, const Vector4[]& values)Public0x08
void SetComputeMatrixParam(ComputeShader computeShader, int nameID, const Matrix4x4& val)Public0x40
void Internal_SetComputeFloats(ComputeShader computeShader, int nameID, const float[]& values)Private0x08
void Internal_SetComputeInts(ComputeShader computeShader, int nameID, const int[]& values)Private0x08
void Internal_SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, ref RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element)Private0x28
void Internal_SetComputeGraphicsBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer)Private0x08
void Internal_SetComputeConstantComputeBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size)Private0x08
void Internal_DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)Private0x08
void set_name(const string& value)Public+1 flags0x08
void Clear()Public0x00
void Internal_DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)Private0x40
void Internal_DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)Private0x08
void Internal_DrawRendererList(const RendererList& rendererList)Private0x18
void Internal_DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)Private0x40
void Internal_DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties)Private0x08
void Internal_DrawOcclusionMesh(const RectInt& normalizedCamViewport)Private0x10
void SetRandomWriteTarget_Texture(int index, ref RenderTargetIdentifier& rt)Private0x28
void SetRandomWriteTarget_GraphicsBuffer(int index, GraphicsBuffer uav, bool preserveCounterValue)Private0x08
void ClearRandomWriteTargets()Public0x00
void SetViewport(const Rect& pixelRect)Public0x10
void DisableScissorRect()Public0x00
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)Private0x28
void Blit_Identifier(ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice)Private0x28
void GetTemporaryRTWithDescriptor(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter)Private0x34
void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter)Public0x34
void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc)Public0x34
void ReleaseTemporaryRT(int nameID)Public0x04
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil)Public0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor)Public0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth)Public0x10
void SetGlobalFloat(int nameID, float value)Public0x04
void SetGlobalInt(int nameID, int value)Public0x04
void SetGlobalInteger(int nameID, int value)Public0x04
void SetGlobalVector(int nameID, const Vector4& value)Public0x10
void SetGlobalColor(int nameID, const Color& value)Public0x10
void SetGlobalMatrix(int nameID, const Matrix4x4& value)Public0x40
void EnableShaderKeyword(const string& keyword)Public0x08
void DisableShaderKeyword(const string& keyword)Public0x08
void SetMaterialKeyword(Material material, const LocalKeyword& keyword, bool value)Private0x18
void SetKeyword(Material material, ref LocalKeyword& keyword, bool value)Public0x18
void SetViewProjectionMatrices(const Matrix4x4& view, const Matrix4x4& proj)Public0x40
void SetGlobalDepthBias(float bias, float slopeBias)Public0x04
void SetExecutionFlags(const CommandBufferExecutionFlags& flags)Public0x04
bool ValidateAgainstExecutionFlags(const CommandBufferExecutionFlags& requiredFlags, const CommandBufferExecutionFlags& invalidFlags)Private0x04
void SetGlobalFloatArray(int nameID, const float[]& values)Public0x08
void SetGlobalVectorArray(int nameID, const Vector4[]& values)Public0x08
void SetGlobalMatrixArray(int nameID, const Matrix4x4[]& values)Public0x08
void SetLateLatchProjectionMatrices(const Matrix4x4[]& projectionMat)Public0x08
void MarkLateLatchMatrixShaderPropertyID(const CameraLateLatchMatrixType& matrixPropertyType, int shaderPropertyID)Public0x04
void UnmarkLateLatchMatrix(const CameraLateLatchMatrixType& matrixPropertyType)Public0x04
void SetGlobalTexture_Impl(int nameID, ref RenderTargetIdentifier& rt, const RenderTextureSubElement& element)Private0x28
void SetGlobalBufferInternal(int nameID, ComputeBuffer value)Private0x08
void SetGlobalGraphicsBufferInternal(int nameID, GraphicsBuffer value)Private0x08
void BeginSample(const string& name)Public0x08
void EndSample(const string& name)Public0x08
void BeginSample(CustomSampler sampler)Public0x08
void EndSample(CustomSampler sampler)Public0x08
void BeginSample_CustomSampler(CustomSampler sampler)Private0x08
void EndSample_CustomSampler(CustomSampler sampler)Private0x08
void SetGlobalConstantBufferInternal(ComputeBuffer buffer, int nameID, int offset, int size)Private0x08
void SetGlobalConstantGraphicsBufferInternal(GraphicsBuffer buffer, int nameID, int offset, int size)Private0x08
void SetInstanceMultiplier(uint multiplier)Public0x04
void SetFoveatedRenderingMode(const FoveatedRenderingMode& foveatedRenderingMode)Public0x04
void ConfigureFoveatedRendering(long platformData)Public0x08
void SetRenderTarget(const RenderTargetIdentifier& rt)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& loadAction, const RenderBufferStoreAction& storeAction)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Public0x28
void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth)Public0x28
void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x28
void SetRenderTargetSingle_Internal(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Private0x28
void SetRenderTargetColorDepth_Internal(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags)Private0x28
void SetRenderTargetMulti_Internal(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags)Private0x28
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)Private0x28
void SetBufferData(ComputeBuffer buffer, Array data)Public0x08
void InternalSetComputeBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)Private0x08
void Finalize()2 flags0x00
void Dispose()PublicFinal+2 flags0x00
void Dispose(bool disposing)Private0x01
void .ctor()Public+1 flags0x00
void Release()Public0x00
GraphicsFence CreateAsyncGraphicsFence()Public0x10
GraphicsFence CreateGraphicsFence(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage)Public0x10
void WaitOnAsyncGraphicsFence(const GraphicsFence& fence)Public0x10
void WaitOnAsyncGraphicsFence(const GraphicsFence& fence, const SynchronisationStage& stage)Public0x10
void WaitOnAsyncGraphicsFence(const GraphicsFence& fence, const SynchronisationStageFlags& stage)Public0x10
void SetComputeIntParam(ComputeShader computeShader, const string& name, int val)Public0x08
void SetComputeVectorParam(ComputeShader computeShader, const string& name, const Vector4& val)Public0x10
void SetComputeFloatParams(ComputeShader computeShader, int nameID, const float[]& values)Public0x08
void SetComputeIntParams(ComputeShader computeShader, int nameID, const int[]& values)Public0x08
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt, int mipLevel)Public0x28
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer)Public0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size)Public0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)Public0x08
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)Public0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass)Public0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex)Public0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material)Public0x40
void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)Public0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex)Public0x08
void DrawRenderer(Renderer renderer, Material material)Public0x08
void DrawRendererList(const RendererList& rendererList)Public0x18
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)Public0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount)Public0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount)Public0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties)Public0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count)Public0x08
void DrawOcclusionMesh(const RectInt& normalizedCamViewport)Public0x10
void SetRandomWriteTarget(int index, const RenderTargetIdentifier& rt)Public0x28
void SetRandomWriteTarget(int index, GraphicsBuffer buffer, bool preserveCounterValue)Public0x08
void SetRandomWriteTarget(int index, GraphicsBuffer buffer)Public0x08
void CopyTexture(const RenderTargetIdentifier& src, int srcElement, int srcMip, const RenderTargetIdentifier& dst, int dstElement, int dstMip)Public0x28
void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest)Public0x28
void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, Material mat, int pass)Public0x28
void SetGlobalVector(const string& name, const Vector4& value)Public0x10
void SetGlobalMatrix(const string& name, const Matrix4x4& value)Public0x40
void SetGlobalMatrixArray(const string& propertyName, const Matrix4x4[]& values)Public0x08
void SetGlobalTexture(const string& name, const RenderTargetIdentifier& value)Public0x28
void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value)Public0x28
void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value, const RenderTextureSubElement& element)Public0x28
void SetGlobalBuffer(int nameID, ComputeBuffer value)Public0x08
void SetGlobalBuffer(int nameID, GraphicsBuffer value)Public0x08
void SetGlobalConstantBuffer(ComputeBuffer buffer, int nameID, int offset, int size)Public0x08
void SetGlobalConstantBuffer(GraphicsBuffer buffer, const string& name, int offset, int size)Public0x08
void SetSinglePassStereo(const SinglePassStereoMode& mode)Public0x04
void SetComputeVectorParam_Injected(ComputeShader computeShader, int nameID, ref Vector4& val)Private0x10
void SetComputeMatrixParam_Injected(ComputeShader computeShader, int nameID, ref Matrix4x4& val)Private0x40
void Internal_DrawMesh_Injected(Mesh mesh, ref Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)Private0x40
void Internal_DrawRendererList_Injected(ref RendererList& rendererList)Private0x18
void Internal_DrawProcedural_Injected(ref Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)Private0x40
void Internal_DrawOcclusionMesh_Injected(ref RectInt& normalizedCamViewport)Private0x10
void SetViewport_Injected(ref Rect& pixelRect)Private0x10
void Blit_Identifier_Injected(ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, Material mat, int pass, ref Vector2& scale, ref Vector2& offset, int sourceDepthSlice, int destDepthSlice)Private0x28
void GetTemporaryRTWithDescriptor_Injected(int nameID, ref RenderTextureDescriptor& desc, const FilterMode& filter)Private0x34
void ClearRenderTarget_Injected(const RTClearFlags& clearFlags, ref Color& backgroundColor, float depth, uint stencil)Private0x10
void SetGlobalVector_Injected(int nameID, ref Vector4& value)Private0x10
void SetGlobalColor_Injected(int nameID, ref Color& value)Private0x10
void SetGlobalMatrix_Injected(int nameID, ref Matrix4x4& value)Private0x40
void SetMaterialKeyword_Injected(Material material, ref LocalKeyword& keyword, bool value)Private0x18
void SetViewProjectionMatrices_Injected(ref Matrix4x4& view, ref Matrix4x4& proj)Private0x40
void SetRenderTargetSingle_Internal_Injected(ref RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Private0x28
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)Private0x28
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)Private0x28
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)Private0x28

Used by 124

types with a member, parameter or interface of this type