Class
IRasterCommandBuffer
implements IBaseCommandBuffer
Members 0
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| No reflected members. | |||||
Functions 49
| Signature | Flags | Native | Params |
|---|---|---|---|
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor) | Public+3 flags | 0x10 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth) | Public+3 flags | 0x10 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth, uint stencil) | Public+3 flags | 0x10 | |
| void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil) | Public+3 flags | 0x10 | |
| void ClearRenderTarget(const RTClearFlags& clearFlags, const Color[]& backgroundColors, float depth, uint stencil) | Public+3 flags | 0x08 | |
| void SetInstanceMultiplier(uint multiplier) | Public+3 flags | 0x04 | |
| void SetFoveatedRenderingMode(const FoveatedRenderingMode& foveatedRenderingMode) | Public+3 flags | 0x04 | |
| void SetWireframe(bool enable) | Public+3 flags | 0x01 | |
| void ConfigureFoveatedRendering(long platformData) | Public+3 flags | — | 0x08 |
| void SetShadingRateFragmentSize(const ShadingRateFragmentSize& shadingRateFragmentSize) | Public+3 flags | 0x04 | |
| void SetShadingRateCombiner(const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner) | Public+3 flags | 0x04 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass) | Public+3 flags | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex) | Public+3 flags | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material) | Public+3 flags | 0x40 | |
| void DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties) | Public+3 flags | 0x08 | |
| void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass) | Public+3 flags | — | 0x08 |
| void DrawRenderer(Renderer renderer, Material material, int submeshIndex) | Public+3 flags | — | 0x08 |
| void DrawRenderer(Renderer renderer, Material material) | Public+3 flags | 0x08 | |
| void DrawRendererList(const RendererList& rendererList) | Public+3 flags | — | 0x18 |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount) | Public+3 flags | 0x40 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount) | Public+3 flags | 0x40 | |
| void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount) | Public+3 flags | 0x40 | |
| void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset) | Public+3 flags | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs) | Public+3 flags | 0x40 | |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties) | Public+3 flags | 0x08 | |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count) | Public+3 flags | 0x08 | |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset) | Public+3 flags | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs) | Public+3 flags | 0x08 | |
| void DrawOcclusionMesh(const RectInt& normalizedCamViewport) | Public+3 flags | — | 0x10 |