Vixen
02b45cc4
csharp
public sealed class RenderStage

One list of work with one ordering: "Opaque", "Transparent", "ShadowCaster", "GBuffer".

No guide page documents this yet — the page shows what the code says about itself.

Remarks

A stage is deliberately not a pass. A pass is where things are drawn — a render-graph node with attachments and barriers; a stage is which things and in what order. One stage feeds several passes (an opaque stage draws into every shadow cascade), and one pass may draw several stages, so binding the two together would mean a shadow map needing its own copy of "the opaque list".

Fields and properties (10)

  • public string Name

    The stage's name, for logging and for the compositor asset to refer to it by.

  • public RenderSortMode SortMode

    How this stage's work is ordered.

  • public BlendState Blend

    How this stage's fragments combine with what is already in the target.

  • public DepthStencilState DepthStencil

    The depth and stencil tests this stage's draws use.

  • public RasterizerState Rasterizer

    How this stage's triangles become fragments.

  • public string? ShaderName

    The shader every object in this stage is drawn with, overriding its material's.

  • public bool ShaderComposes

    Whether the overriding shader fills its compose slots from the material.

  • public ParameterCollection Parameters

    What this stage supplies to the shader it imposes, where a material has nothing.

  • public int Index

    The stage's index, assigned when it is added to a RenderSystem.

  • public RenderStageMask Mask

    This stage alone, as a mask.

Methods (2)

  • public RenderStage(string name, RenderSortMode sortMode = FrontToBack)

    One list of work with one ordering: "Opaque", "Transparent", "ShadowCaster", "GBuffer".

  • public override string ToString()

    Returns a string that represents the current object.

Used by (87, showing 40)

  • ArenaThirdPersonShooter
  • ArenaFrameThirdPersonShooter
  • VirtualGeometryGameVirtualGeometry
  • AppGraphicsVixen.App.Hosting
  • BindlessFrameTestsVixen.Rendering.Tests
  • ClusteredLightingTestsVixen.Rendering.Tests
  • ClusteredShadingDeviceTestsVixen.Graphics.Golden.Tests
  • CompositorAssetTestsVixen.Rendering.Tests
  • CompositorBuilderVixen.Rendering
  • CompositorImageTestsVixen.Graphics.Golden.Tests
  • CountingFeatureVixen.Rendering.Tests
  • DefaultFrameTestsVixen.Rendering.Tests
  • DepthPrepassTestsVixen.Rendering.Tests
  • DescriptorBindingTestsVixen.Rendering.Tests
  • DrawCompactionTestsVixen.Rendering.Tests
  • EffectPipelineDescriberVixen.Rendering
  • ForwardFrameTestsVixen.Rendering.Tests
  • ForwardLightingTestsVixen.Rendering.Tests
  • FrameBudgetTestsVixen.Rendering.Tests
  • GpuVisibilityGroupTestsVixen.Rendering.Tests
  • GraphicsCompositorVixen.Rendering
  • GraphicsCompositorTestsVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests
  • HarnessVixen.Rendering.Tests