public sealed class GraphicsOptionsWhat the host builds the frame out of.
Remarks
Names and capacities, and nothing about where the passes go — that is the compositor document's, which is the division the whole renderer is built on. What is here is the handful of decisions that join a document to a host: which resource the window is, which view the camera fills, which stage the world draws in, and how much geometry the scene is allowed.
The three names default to the ones DefaultFrame uses, so a project that authors its own compositor either keeps those names or says here what it called them instead. They are strings rather than an enum because a document is authored data: the set of resources in a frame is open, and a host that could only bind names it had compiled in could not run a frame somebody wrote after it shipped.
Fields and properties (25)
public bool EnabledWhether the host opens a device and draws the world at all.
public IList<ISceneRendererFactory> FactoriesExtra node kinds the frame may name, beyond the ones the builder knows itself.
public QualityTier QualityThe scalability tier for a frame that does not name its own.
public string? CompositorThe address of the compositor to load, or for the built-in frame.
public string? LookThe address of the project's look profile, or for none.
public string ViewThe name of the view the camera fills.
public string StageThe name of the stage the world's drawables are extracted into.
public IList<string> CasterStagesStages an object is extracted into as well as Stage.
public IList<string> StaticCasterStagesWhich caster stages an entity claiming to be static goes into instead.
public string ParticleStageThe name of the stage particle emitters are drawn in, or empty for a frame with none.
public string OutputThe name of the resource the window's image is lent to the frame as.
public string? CapturePathWhere to write the last frame's picture, or for nowhere.
public string? PipelineCachePathWhere the driver's own pipeline cache is kept between runs.
public bool OffscreenWhether to open a real device with no surface, and write no picture.
public IList<GraphicsBackend> BackendsWhich graphics APIs to try, most preferred first.
public GpuDenyList DenyListGPUs and drivers a backend must not be selected on, whatever they claim.
public PixelFormat FormatThe format to ask the swapchain for.
public PresentMode PresentModeHow the swapchain waits for the display.
public ColorGamut GamutThe display gamut to ask the swapchain for.
public int VertexCapacityHow many vertices the scene's shared geometry buffer holds.
public int IndexCapacityHow many indices it holds.
public Int2 WindowlessSizeWhat size to draw at when there is no window to take a size from.
public bool GpuProfilingWhether each of the frame's passes is timed on the GPU.
public bool OverlaysWhether the frame carries the diagnostic overlays, the console and a drawn DebugDraw.
public IList<string> EnabledOverlaysWhich panels start switched on, by the names overlay <name> uses.
Used by (33)
- AiVillageGameAiVillage
- PbrShowcaseGamePbrShowcase
- ThirdPersonShooterGameThirdPersonShooter
- TriangleGameHelloTriangle
- VideoGameVideoPlayback
- VirtualGeometryGameVirtualGeometry
- AppBuilderVixen.App.Hosting
- AppConfigVixen.App.Hosting
- AppGraphicsVixen.App.Hosting
- IGraphicsBackendVixen.App.Hosting
- VixenApplicationVixen.App.Hosting
- AlwaysHeadlessVixen.App.Tests
- AppArgumentsTestsVixen.App.Tests
- AppBackendTestsVixen.App.Tests
- AuthoredFrameGameVixen.App.Tests
- BackendVixen.App
- CapturingGameVixen.App.Tests
- CountingBackendVixen.App.Tests
- FrameCaptureTestsVixen.App.Tests
- GraphicsHostVixen.App
- GroundGameVixen.App.Tests
- HeadlessVixen.App.Tests
- HostedRendererTestsVixen.App.Tests
- NoGraphicsVixen.App.Tests
- NoGraphicsGameVixen.App.Tests
- PlatformHostVixen.App
- QuietVixen.App.Tests
- SampledGameVixen.App.Tests
- TemplateTestsVixen.Templates.Tests
- TieredGameVixen.App.Tests
- WatcherVixen.App.Tests
- WindowedCapturingGameVixen.App.Tests
- RealmVixen.Live.Realm