GraphicsStateGuardian
from panda3d.core import GraphicsStateGuardian
- class GraphicsStateGuardian
Bases:
GraphicsStateGuardianBase
Encapsulates all the communication with a particular instance of a given rendering backend. Tries to guarantee that redundant state-change requests are not issued (hence “state guardian”).
There will be one of these objects for each different graphics context active in the system.
Inheritance diagram
- SM00 = 0
- SM11 = 1
- SM20 = 2
- SM2X = 3
- SM30 = 4
- SM40 = 5
- SM50 = 6
- SM51 = 7
- SM_00 = 0
- SM_11 = 1
- SM_20 = 2
- SM_2X = 3
- SM_30 = 4
- SM_40 = 5
- SM_50 = 6
- SM_51 = 7
- __init__(*args, **kwargs)
- active
- beginScene()
C++ Interface: begin_scene(const GraphicsStateGuardian self)
- begin_scene()
C++ Interface: begin_scene(const GraphicsStateGuardian self)
- clearFlashTexture()
C++ Interface: clear_flash_texture(const GraphicsStateGuardian self)
- clear_flash_texture()
C++ Interface: clear_flash_texture(const GraphicsStateGuardian self)
- coordinate_system
- copy_texture_inverted
- driver_renderer
- driver_shader_version_major
- driver_shader_version_minor
- driver_vendor
- driver_version
- driver_version_major
- driver_version_minor
- effective_incomplete_render
- endScene()
C++ Interface: end_scene(const GraphicsStateGuardian self)
- end_scene()
C++ Interface: end_scene(const GraphicsStateGuardian self)
- engine
- flash_texture
- gamma
- getAlphaScaleTextureStage()
C++ Interface: get_alpha_scale_texture_stage()
- /**
Returns the TextureStage that will be used to apply an alpha scale, if
get_alpha_scale_via_texture() returns true.
*/
- getAlphaScaleViaTexture()
C++ Interface: get_alpha_scale_via_texture(GraphicsStateGuardian self) get_alpha_scale_via_texture(GraphicsStateGuardian self, const TextureAttrib tex_attrib)
- /**
Returns true if this particular GSG can implement (or would prefer to
implement) an alpha scale via an additional Texture layer, or false if we
need to actually munge the alpha.
*/
- /**
This variant of get_alpha_scale_via_texture() answers the question of
whether the GSG can implement an alpha scale via an additional Texture
layer, considering the current TextureAttrib that will be in effect. This
considers whether there is at least one additional texture slot available
on the GSG.
*/
- getClassType()
C++ Interface: get_class_type()
- getColorScaleViaLighting()
C++ Interface: get_color_scale_via_lighting(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can implement (or would prefer to
implement) set color and/or color scale using materials and/or ambient
lights, or false if we need to actually munge the color.
*/
- getCoordinateSystem()
C++ Interface: get_coordinate_system(GraphicsStateGuardian self)
- /**
Returns the coordinate system in effect on this particular gsg. Normally,
this will be the default coordinate system, but it might be set differently
at runtime.
*/
- getCopyTextureInverted()
C++ Interface: get_copy_texture_inverted(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG has the property that any framebuffer-
to-texture copy results in a texture that is upside-down and backwards from
Panda’s usual convention; that is, it copies into a texture from the bottom
up instead of from the top down.
If this is true, then on offscreen GraphicsBuffer created for the purposes
of rendering into a texture should be created with the invert flag set
true, to compensate. Panda will do this automatically if you create an
offscreen buffer using GraphicsOutput::make_texture_buffer().
*/
- getDriverRenderer()
C++ Interface: get_driver_renderer(const GraphicsStateGuardian self)
- getDriverShaderVersionMajor()
C++ Interface: get_driver_shader_version_major(const GraphicsStateGuardian self)
- getDriverShaderVersionMinor()
C++ Interface: get_driver_shader_version_minor(const GraphicsStateGuardian self)
- getDriverVendor()
C++ Interface: get_driver_vendor(const GraphicsStateGuardian self)
- getDriverVersion()
C++ Interface: get_driver_version(const GraphicsStateGuardian self)
- getDriverVersionMajor()
C++ Interface: get_driver_version_major(const GraphicsStateGuardian self)
- getDriverVersionMinor()
C++ Interface: get_driver_version_minor(const GraphicsStateGuardian self)
- getEngine()
C++ Interface: get_engine(GraphicsStateGuardian self)
- getFlashTexture()
C++ Interface: get_flash_texture(GraphicsStateGuardian self)
- getGamma()
C++ Interface: get_gamma(GraphicsStateGuardian self)
- getInternalCoordinateSystem()
C++ Interface: get_internal_coordinate_system(GraphicsStateGuardian self)
- getLoader()
C++ Interface: get_loader(GraphicsStateGuardian self)
- /**
Returns the Loader object that will be used by this GSG to load textures
when necessary, if get_incomplete_render() is true.
*/
- getMax2dTextureArrayLayers()
C++ Interface: get_max_2d_texture_array_layers(GraphicsStateGuardian self)
//z axis
//z axis
- /**
Returns the largest possible number of pages, or -1 if there is no
particular limit. Returns 0 if 2-d texture arrays not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMax3dTextureDimension()
C++ Interface: get_max_3d_texture_dimension(GraphicsStateGuardian self)
- /**
Returns the largest possible texture size in any one dimension for a 3-d
texture, or -1 if there is no particular limit. Returns 0 if 3-d textures
are not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxBufferTextureSize()
C++ Interface: get_max_buffer_texture_size(GraphicsStateGuardian self)
- /**
Returns the largest possible buffer texture size, or -1 if there is no
particular limit. Returns 0 if cube map textures are not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxClipPlanes()
C++ Interface: get_max_clip_planes(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous clip planes that may be applied
to geometry, or -1 if there is no particular limit.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxColorTargets()
C++ Interface: get_max_color_targets(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous color textures that may be
attached for render-to-texture, as supported by this particular GSG. If
you exceed this number, the lowest-priority render targets will not be
applied. Use RenderTarget::set_priority() to adjust the relative
importance of the different render targets.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxCubeMapDimension()
C++ Interface: get_max_cube_map_dimension(GraphicsStateGuardian self)
//z axis
//z axis
- /**
Returns the largest possible texture size in any one dimension for a cube
map texture, or -1 if there is no particular limit. Returns 0 if cube map
textures are not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxLights()
C++ Interface: get_max_lights(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous lights that may be rendered on
geometry, or -1 if there is no particular limit.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxTextureStages()
C++ Interface: get_max_texture_stages(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous textures that may be applied to
geometry with multitexturing, as supported by this particular GSG. If you
exceed this number, the lowest-priority texture stages will not be applied.
Use TextureStage::set_priority() to adjust the relative importance of the
different texture stages.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxVertexTransformIndices()
C++ Interface: get_max_vertex_transform_indices(GraphicsStateGuardian self)
- /**
Returns the maximum number of transforms there may be in a single
TransformTable for this graphics hardware. If this number is 0 (but
get_max_transforms() is nonzero), then the graphics hardware (or API)
doesn’t support indexed transforms, but can support direct transform
references.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaxVertexTransforms()
C++ Interface: get_max_vertex_transforms(GraphicsStateGuardian self)
- /**
Returns the maximum number of transform matrices that may be simultaneously
used to transform any one vertex by the graphics hardware. If this number
is 0, then the hardware (or the graphics backend) doesn’t support soft-
skinned vertices (in which case Panda will animate the vertices in
software).
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- getMaximumSimultaneousRenderTargets()
C++ Interface: get_maximum_simultaneous_render_targets(GraphicsStateGuardian self)
- /**
Deprecated. Use get_max_color_targets() instead, which returns the exact
same value.
*/
- getPipe()
C++ Interface: get_pipe(GraphicsStateGuardian self)
- /**
Returns the graphics pipe on which this GSG was created.
*/
- getPreparedObjects()
C++ Interface: get_prepared_objects(const GraphicsStateGuardian self)
- getPreparedTextures()
C++ Interface: get_prepared_textures(GraphicsStateGuardian self)
- getRuntimeColorScale()
C++ Interface: get_runtime_color_scale(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can implement (or would prefer to
implement) set color and/or color scale directly, without requiring any
munging of vertices or tricks with lighting.
*/
- getScene()
C++ Interface: get_scene(GraphicsStateGuardian self)
- getShaderGenerator()
C++ Interface: get_shader_generator(GraphicsStateGuardian self)
- /**
Returns the ShaderGenerator object that will be used by this GSG to
generate shaders when necessary.
*/
- getShaderModel()
C++ Interface: get_shader_model(GraphicsStateGuardian self)
- /**
Returns the ShaderModel
*/
- getSupports2dTextureArray()
C++ Interface: get_supports_2d_texture_array(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render 2-d textures array.
*/
- getSupports3dTexture()
C++ Interface: get_supports_3d_texture(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render 3-d (volumetric) textures.
*/
- getSupportsBasicShaders()
C++ Interface: get_supports_basic_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports arbfp1+arbvp1 or above.
*/
- getSupportsBufferTexture()
C++ Interface: get_supports_buffer_texture(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render buffer textures.
*/
- getSupportsCgProfile()
C++ Interface: get_supports_cg_profile(GraphicsStateGuardian self, str name)
- getSupportsCompressedTexture()
C++ Interface: get_supports_compressed_texture(GraphicsStateGuardian self)
- /**
Returns true if this GSG can compress textures as it loads them into
texture memory, and/or accept pre-compressed textures for storing.
*/
- getSupportsComputeShaders()
C++ Interface: get_supports_compute_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports compute shaders.
*/
- getSupportsCubeMap()
C++ Interface: get_supports_cube_map(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render cube map textures.
*/
- getSupportsCubeMapArray()
C++ Interface: get_supports_cube_map_array(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render cube map arrays.
*/
- getSupportsDepthStencil()
C++ Interface: get_supports_depth_stencil(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports textures whose format is
F_depth_stencil. This only returns true if the GSG supports the full
packed depth-stencil functionality.
*/
- getSupportsDepthTexture()
C++ Interface: get_supports_depth_texture(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports textures whose format is
F_depth_stencil. This returns true if the GSG supports GL_DEPTH_COMPONENT
textures, which are considered a limited but still valid case of
F_depth_stencil.
*/
- getSupportsDualSourceBlending()
C++ Interface: get_supports_dual_source_blending(GraphicsStateGuardian self)
- /**
Returns true if dual source (incoming1_color and incoming1_alpha) blend
operands are supported by this GSG.
*/
- getSupportsGenerateMipmap()
C++ Interface: get_supports_generate_mipmap(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can generate mipmaps for a texture
automatically, or if they must be generated in software. If this is true,
then mipmaps can safely be enabled for rendered textures (e.g. using the
MultitexReducer).
*/
- getSupportsGeometryInstancing()
C++ Interface: get_supports_geometry_instancing(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports hardware geometry instancing:
the ability to render multiple copies of a model. In OpenGL, this is done
using the EXT_draw_instanced extension.
*/
- getSupportsGeometryShaders()
C++ Interface: get_supports_geometry_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports geometry shaders.
*/
- getSupportsGlsl()
C++ Interface: get_supports_glsl(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports GLSL shaders.
*/
- getSupportsIndirectDraw()
C++ Interface: get_supports_indirect_draw(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports draw calls for which the
information comes from a buffer.
*/
- getSupportsLuminanceTexture()
C++ Interface: get_supports_luminance_texture(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports luminance textures.
*/
- getSupportsOcclusionQuery()
C++ Interface: get_supports_occlusion_query(GraphicsStateGuardian self)
- /**
Returns true if this GSG supports an occlusion query. If this is true,
then begin_occlusion_query() and end_occlusion_query() may be called to
bracket a sequence of draw_triangles() (or whatever) calls to measure
pixels that pass the depth test.
*/
- getSupportsSamplerObjects()
C++ Interface: get_supports_sampler_objects(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports the use of sampler objects to
record texture sampling parameters separately from the texture objects.
This doesn’t really affect functionality, but if this is false, it may mean
that using the same texture with different SamplerState objects will result
in reduced performance.
*/
- getSupportsStencil()
C++ Interface: get_supports_stencil(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports stencil buffers at all.
*/
- getSupportsTessellationShaders()
C++ Interface: get_supports_tessellation_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports tesselation shaders.
*/
- getSupportsTexNonPow2()
C++ Interface: get_supports_tex_non_pow2(GraphicsStateGuardian self)
- /**
Returns true if this GSG can handle non power of two sized textures.
*/
- getSupportsTextureCombine()
C++ Interface: get_supports_texture_combine(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can use the TextureStage::M_combine
mode, which includes all of the texture blend modes specified by
set_combine_rgb() and/or set_combine_alpha(). If this is false, you must
limit yourself to using the simpler blend modes.
*/
- getSupportsTextureDot3()
C++ Interface: get_supports_texture_dot3(GraphicsStateGuardian self)
- /**
Returns true if this GSG can use the TextureStage::CM_dot3_rgb or
CM_dot3_rgba combine modes.
*/
- getSupportsTextureSavedResult()
C++ Interface: get_supports_texture_saved_result(GraphicsStateGuardian self)
- /**
Returns true if this GSG can use the TextureStage::CS_last_saved_result
source, which allows you to save the result of a TextureStage and re-use it
for multiple inputs.
*/
- getSupportsTimerQuery()
C++ Interface: get_supports_timer_query(GraphicsStateGuardian self)
- /**
Returns true if this GSG supports a timer query.
*/
- getSupportsTwoSidedStencil()
C++ Interface: get_supports_two_sided_stencil(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports two sided stencil: different
stencil settings for the front and back side of the same polygon.
*/
- getTextureQualityOverride()
C++ Interface: get_texture_quality_override(GraphicsStateGuardian self)
- /**
Returns the global quality_level override specified by
set_texture_quality_override.
This is mainly useful for the tinydisplay software renderer. See
Texture::set_quality_level().
*/
- getThreadingModel()
C++ Interface: get_threading_model(GraphicsStateGuardian self)
- /**
Returns the threading model that was used to create this GSG.
*/
- getTimerQueriesActive()
C++ Interface: get_timer_queries_active(GraphicsStateGuardian self)
- /**
Returns true if timer queries are currently enabled on this GSG.
*/
- get_alpha_scale_texture_stage()
C++ Interface: get_alpha_scale_texture_stage()
- /**
Returns the TextureStage that will be used to apply an alpha scale, if
get_alpha_scale_via_texture() returns true.
*/
- get_alpha_scale_via_texture()
C++ Interface: get_alpha_scale_via_texture(GraphicsStateGuardian self) get_alpha_scale_via_texture(GraphicsStateGuardian self, const TextureAttrib tex_attrib)
- /**
Returns true if this particular GSG can implement (or would prefer to
implement) an alpha scale via an additional Texture layer, or false if we
need to actually munge the alpha.
*/
- /**
This variant of get_alpha_scale_via_texture() answers the question of
whether the GSG can implement an alpha scale via an additional Texture
layer, considering the current TextureAttrib that will be in effect. This
considers whether there is at least one additional texture slot available
on the GSG.
*/
- get_class_type()
C++ Interface: get_class_type()
- get_color_scale_via_lighting()
C++ Interface: get_color_scale_via_lighting(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can implement (or would prefer to
implement) set color and/or color scale using materials and/or ambient
lights, or false if we need to actually munge the color.
*/
- get_coordinate_system()
C++ Interface: get_coordinate_system(GraphicsStateGuardian self)
- /**
Returns the coordinate system in effect on this particular gsg. Normally,
this will be the default coordinate system, but it might be set differently
at runtime.
*/
- get_copy_texture_inverted()
C++ Interface: get_copy_texture_inverted(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG has the property that any framebuffer-
to-texture copy results in a texture that is upside-down and backwards from
Panda’s usual convention; that is, it copies into a texture from the bottom
up instead of from the top down.
If this is true, then on offscreen GraphicsBuffer created for the purposes
of rendering into a texture should be created with the invert flag set
true, to compensate. Panda will do this automatically if you create an
offscreen buffer using GraphicsOutput::make_texture_buffer().
*/
- get_driver_renderer()
C++ Interface: get_driver_renderer(const GraphicsStateGuardian self)
- get_driver_shader_version_major()
C++ Interface: get_driver_shader_version_major(const GraphicsStateGuardian self)
- get_driver_shader_version_minor()
C++ Interface: get_driver_shader_version_minor(const GraphicsStateGuardian self)
- get_driver_vendor()
C++ Interface: get_driver_vendor(const GraphicsStateGuardian self)
- get_driver_version()
C++ Interface: get_driver_version(const GraphicsStateGuardian self)
- get_driver_version_major()
C++ Interface: get_driver_version_major(const GraphicsStateGuardian self)
- get_driver_version_minor()
C++ Interface: get_driver_version_minor(const GraphicsStateGuardian self)
- get_engine()
C++ Interface: get_engine(GraphicsStateGuardian self)
- get_flash_texture()
C++ Interface: get_flash_texture(GraphicsStateGuardian self)
- get_gamma()
C++ Interface: get_gamma(GraphicsStateGuardian self)
- get_internal_coordinate_system()
C++ Interface: get_internal_coordinate_system(GraphicsStateGuardian self)
- get_loader()
C++ Interface: get_loader(GraphicsStateGuardian self)
- /**
Returns the Loader object that will be used by this GSG to load textures
when necessary, if get_incomplete_render() is true.
*/
- get_max_2d_texture_array_layers()
C++ Interface: get_max_2d_texture_array_layers(GraphicsStateGuardian self)
//z axis
//z axis
- /**
Returns the largest possible number of pages, or -1 if there is no
particular limit. Returns 0 if 2-d texture arrays not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_3d_texture_dimension()
C++ Interface: get_max_3d_texture_dimension(GraphicsStateGuardian self)
- /**
Returns the largest possible texture size in any one dimension for a 3-d
texture, or -1 if there is no particular limit. Returns 0 if 3-d textures
are not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_buffer_texture_size()
C++ Interface: get_max_buffer_texture_size(GraphicsStateGuardian self)
- /**
Returns the largest possible buffer texture size, or -1 if there is no
particular limit. Returns 0 if cube map textures are not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_clip_planes()
C++ Interface: get_max_clip_planes(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous clip planes that may be applied
to geometry, or -1 if there is no particular limit.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_color_targets()
C++ Interface: get_max_color_targets(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous color textures that may be
attached for render-to-texture, as supported by this particular GSG. If
you exceed this number, the lowest-priority render targets will not be
applied. Use RenderTarget::set_priority() to adjust the relative
importance of the different render targets.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_cube_map_dimension()
C++ Interface: get_max_cube_map_dimension(GraphicsStateGuardian self)
//z axis
//z axis
- /**
Returns the largest possible texture size in any one dimension for a cube
map texture, or -1 if there is no particular limit. Returns 0 if cube map
textures are not supported.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_lights()
C++ Interface: get_max_lights(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous lights that may be rendered on
geometry, or -1 if there is no particular limit.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_texture_stages()
C++ Interface: get_max_texture_stages(GraphicsStateGuardian self)
- /**
Returns the maximum number of simultaneous textures that may be applied to
geometry with multitexturing, as supported by this particular GSG. If you
exceed this number, the lowest-priority texture stages will not be applied.
Use TextureStage::set_priority() to adjust the relative importance of the
different texture stages.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_vertex_transform_indices()
C++ Interface: get_max_vertex_transform_indices(GraphicsStateGuardian self)
- /**
Returns the maximum number of transforms there may be in a single
TransformTable for this graphics hardware. If this number is 0 (but
get_max_transforms() is nonzero), then the graphics hardware (or API)
doesn’t support indexed transforms, but can support direct transform
references.
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_max_vertex_transforms()
C++ Interface: get_max_vertex_transforms(GraphicsStateGuardian self)
- /**
Returns the maximum number of transform matrices that may be simultaneously
used to transform any one vertex by the graphics hardware. If this number
is 0, then the hardware (or the graphics backend) doesn’t support soft-
skinned vertices (in which case Panda will animate the vertices in
software).
The value returned may not be meaningful until after the graphics context
has been fully created (e.g. the window has been opened).
*/
- get_maximum_simultaneous_render_targets()
C++ Interface: get_maximum_simultaneous_render_targets(GraphicsStateGuardian self)
- /**
Deprecated. Use get_max_color_targets() instead, which returns the exact
same value.
*/
- get_pipe()
C++ Interface: get_pipe(GraphicsStateGuardian self)
- /**
Returns the graphics pipe on which this GSG was created.
*/
- get_prepared_objects()
C++ Interface: get_prepared_objects(const GraphicsStateGuardian self)
- get_prepared_textures()
C++ Interface: get_prepared_textures(GraphicsStateGuardian self)
- get_runtime_color_scale()
C++ Interface: get_runtime_color_scale(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can implement (or would prefer to
implement) set color and/or color scale directly, without requiring any
munging of vertices or tricks with lighting.
*/
- get_scene()
C++ Interface: get_scene(GraphicsStateGuardian self)
- get_shader_generator()
C++ Interface: get_shader_generator(GraphicsStateGuardian self)
- /**
Returns the ShaderGenerator object that will be used by this GSG to
generate shaders when necessary.
*/
- get_shader_model()
C++ Interface: get_shader_model(GraphicsStateGuardian self)
- /**
Returns the ShaderModel
*/
- get_supports_2d_texture_array()
C++ Interface: get_supports_2d_texture_array(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render 2-d textures array.
*/
- get_supports_3d_texture()
C++ Interface: get_supports_3d_texture(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render 3-d (volumetric) textures.
*/
- get_supports_basic_shaders()
C++ Interface: get_supports_basic_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports arbfp1+arbvp1 or above.
*/
- get_supports_buffer_texture()
C++ Interface: get_supports_buffer_texture(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render buffer textures.
*/
- get_supports_cg_profile()
C++ Interface: get_supports_cg_profile(GraphicsStateGuardian self, str name)
- get_supports_compressed_texture()
C++ Interface: get_supports_compressed_texture(GraphicsStateGuardian self)
- /**
Returns true if this GSG can compress textures as it loads them into
texture memory, and/or accept pre-compressed textures for storing.
*/
- get_supports_compute_shaders()
C++ Interface: get_supports_compute_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports compute shaders.
*/
- get_supports_cube_map()
C++ Interface: get_supports_cube_map(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render cube map textures.
*/
- get_supports_cube_map_array()
C++ Interface: get_supports_cube_map_array(GraphicsStateGuardian self)
- /**
Returns true if this GSG can render cube map arrays.
*/
- get_supports_depth_stencil()
C++ Interface: get_supports_depth_stencil(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports textures whose format is
F_depth_stencil. This only returns true if the GSG supports the full
packed depth-stencil functionality.
*/
- get_supports_depth_texture()
C++ Interface: get_supports_depth_texture(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports textures whose format is
F_depth_stencil. This returns true if the GSG supports GL_DEPTH_COMPONENT
textures, which are considered a limited but still valid case of
F_depth_stencil.
*/
- get_supports_dual_source_blending()
C++ Interface: get_supports_dual_source_blending(GraphicsStateGuardian self)
- /**
Returns true if dual source (incoming1_color and incoming1_alpha) blend
operands are supported by this GSG.
*/
- get_supports_generate_mipmap()
C++ Interface: get_supports_generate_mipmap(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can generate mipmaps for a texture
automatically, or if they must be generated in software. If this is true,
then mipmaps can safely be enabled for rendered textures (e.g. using the
MultitexReducer).
*/
- get_supports_geometry_instancing()
C++ Interface: get_supports_geometry_instancing(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports hardware geometry instancing:
the ability to render multiple copies of a model. In OpenGL, this is done
using the EXT_draw_instanced extension.
*/
- get_supports_geometry_shaders()
C++ Interface: get_supports_geometry_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports geometry shaders.
*/
- get_supports_glsl()
C++ Interface: get_supports_glsl(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports GLSL shaders.
*/
- get_supports_indirect_draw()
C++ Interface: get_supports_indirect_draw(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports draw calls for which the
information comes from a buffer.
*/
- get_supports_luminance_texture()
C++ Interface: get_supports_luminance_texture(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports luminance textures.
*/
- get_supports_occlusion_query()
C++ Interface: get_supports_occlusion_query(GraphicsStateGuardian self)
- /**
Returns true if this GSG supports an occlusion query. If this is true,
then begin_occlusion_query() and end_occlusion_query() may be called to
bracket a sequence of draw_triangles() (or whatever) calls to measure
pixels that pass the depth test.
*/
- get_supports_sampler_objects()
C++ Interface: get_supports_sampler_objects(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports the use of sampler objects to
record texture sampling parameters separately from the texture objects.
This doesn’t really affect functionality, but if this is false, it may mean
that using the same texture with different SamplerState objects will result
in reduced performance.
*/
- get_supports_stencil()
C++ Interface: get_supports_stencil(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports stencil buffers at all.
*/
- get_supports_tessellation_shaders()
C++ Interface: get_supports_tessellation_shaders(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports tesselation shaders.
*/
- get_supports_tex_non_pow2()
C++ Interface: get_supports_tex_non_pow2(GraphicsStateGuardian self)
- /**
Returns true if this GSG can handle non power of two sized textures.
*/
- get_supports_texture_combine()
C++ Interface: get_supports_texture_combine(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG can use the TextureStage::M_combine
mode, which includes all of the texture blend modes specified by
set_combine_rgb() and/or set_combine_alpha(). If this is false, you must
limit yourself to using the simpler blend modes.
*/
- get_supports_texture_dot3()
C++ Interface: get_supports_texture_dot3(GraphicsStateGuardian self)
- /**
Returns true if this GSG can use the TextureStage::CM_dot3_rgb or
CM_dot3_rgba combine modes.
*/
- get_supports_texture_saved_result()
C++ Interface: get_supports_texture_saved_result(GraphicsStateGuardian self)
- /**
Returns true if this GSG can use the TextureStage::CS_last_saved_result
source, which allows you to save the result of a TextureStage and re-use it
for multiple inputs.
*/
- get_supports_timer_query()
C++ Interface: get_supports_timer_query(GraphicsStateGuardian self)
- /**
Returns true if this GSG supports a timer query.
*/
- get_supports_two_sided_stencil()
C++ Interface: get_supports_two_sided_stencil(GraphicsStateGuardian self)
- /**
Returns true if this particular GSG supports two sided stencil: different
stencil settings for the front and back side of the same polygon.
*/
- get_texture_quality_override()
C++ Interface: get_texture_quality_override(GraphicsStateGuardian self)
- /**
Returns the global quality_level override specified by
set_texture_quality_override.
This is mainly useful for the tinydisplay software renderer. See
Texture::set_quality_level().
*/
- get_threading_model()
C++ Interface: get_threading_model(GraphicsStateGuardian self)
- /**
Returns the threading model that was used to create this GSG.
*/
- get_timer_queries_active()
C++ Interface: get_timer_queries_active(GraphicsStateGuardian self)
- /**
Returns true if timer queries are currently enabled on this GSG.
*/
- hasExtension()
C++ Interface: has_extension(GraphicsStateGuardian self, str extension)
- has_extension()
C++ Interface: has_extension(GraphicsStateGuardian self, str extension)
- incomplete_render
- isActive()
C++ Interface: is_active(GraphicsStateGuardian self)
- /**
Returns the active flag associated with the GraphicsStateGuardian.
*/
- isHardware()
C++ Interface: is_hardware(GraphicsStateGuardian self)
- /**
Returns true if this GSG appears to be hardware-accelerated, or false if it
is known to be software only.
*/
- isValid()
C++ Interface: is_valid(GraphicsStateGuardian self)
- /**
Returns true if the GSG has been correctly initialized within a graphics
context, false if there has been some problem or it hasn’t been initialized
yet.
*/
- is_active()
C++ Interface: is_active(GraphicsStateGuardian self)
- /**
Returns the active flag associated with the GraphicsStateGuardian.
*/
- is_hardware()
C++ Interface: is_hardware(GraphicsStateGuardian self)
- /**
Returns true if this GSG appears to be hardware-accelerated, or false if it
is known to be software only.
*/
- is_valid()
C++ Interface: is_valid(GraphicsStateGuardian self)
- /**
Returns true if the GSG has been correctly initialized within a graphics
context, false if there has been some problem or it hasn’t been initialized
yet.
*/
- loader
- max_2d_texture_array_layers
//z axis
- max_3d_texture_dimension
- max_buffer_texture_size
- max_clip_planes
- max_color_targets
- max_compute_work_group_count
- max_compute_work_group_invocations
- max_compute_work_group_size
- max_cube_map_dimension
//z axis
- max_lights
- max_texture_dimension
- max_texture_stages
- max_vertex_transform_indices
- max_vertex_transforms
- max_vertices_per_array
- max_vertices_per_primitive
- needsReset()
C++ Interface: needs_reset(GraphicsStateGuardian self)
- /**
Returns true if the gsg is marked as needing a reset.
*/
- needs_reset()
C++ Interface: needs_reset(GraphicsStateGuardian self)
- /**
Returns true if the gsg is marked as needing a reset.
*/
- pipe
- prepared_objects
- releaseAll()
C++ Interface: release_all(const GraphicsStateGuardian self)
- /**
Releases all prepared objects.
*/
- releaseAllGeoms()
C++ Interface: release_all_geoms(const GraphicsStateGuardian self)
- /**
Frees the resources for all geoms associated with this GSG.
*/
- releaseAllIndexBuffers()
C++ Interface: release_all_index_buffers(const GraphicsStateGuardian self)
- /**
Frees the resources for all index buffers associated with this GSG.
*/
- releaseAllSamplers()
C++ Interface: release_all_samplers(const GraphicsStateGuardian self)
- /**
Frees the resources for all samplers associated with this GSG.
*/
- releaseAllShaderBuffers()
C++ Interface: release_all_shader_buffers(const GraphicsStateGuardian self)
- /**
Frees the resources for all index buffers associated with this GSG.
*/
- releaseAllTextures()
C++ Interface: release_all_textures(const GraphicsStateGuardian self)
- /**
Frees the resources for all textures associated with this GSG.
*/
- releaseAllVertexBuffers()
C++ Interface: release_all_vertex_buffers(const GraphicsStateGuardian self)
- /**
Frees the resources for all vertex buffers associated with this GSG.
*/
- release_all()
C++ Interface: release_all(const GraphicsStateGuardian self)
- /**
Releases all prepared objects.
*/
- release_all_geoms()
C++ Interface: release_all_geoms(const GraphicsStateGuardian self)
- /**
Frees the resources for all geoms associated with this GSG.
*/
- release_all_index_buffers()
C++ Interface: release_all_index_buffers(const GraphicsStateGuardian self)
- /**
Frees the resources for all index buffers associated with this GSG.
*/
- release_all_samplers()
C++ Interface: release_all_samplers(const GraphicsStateGuardian self)
- /**
Frees the resources for all samplers associated with this GSG.
*/
- release_all_shader_buffers()
C++ Interface: release_all_shader_buffers(const GraphicsStateGuardian self)
- /**
Frees the resources for all index buffers associated with this GSG.
*/
- release_all_textures()
C++ Interface: release_all_textures(const GraphicsStateGuardian self)
- /**
Frees the resources for all textures associated with this GSG.
*/
- release_all_vertex_buffers()
C++ Interface: release_all_vertex_buffers(const GraphicsStateGuardian self)
- /**
Frees the resources for all vertex buffers associated with this GSG.
*/
- restoreGamma()
C++ Interface: restore_gamma(const GraphicsStateGuardian self)
- restore_gamma()
C++ Interface: restore_gamma(const GraphicsStateGuardian self)
- scene
- setActive()
C++ Interface: set_active(const GraphicsStateGuardian self, bool active)
- /**
Sets the active flag associated with the GraphicsStateGuardian. If the
GraphicsStateGuardian is marked inactive, nothing is rendered. This is not
normally turned off unless there is a problem with the rendering detected
at a low level.
*/
- setCoordinateSystem()
C++ Interface: set_coordinate_system(const GraphicsStateGuardian self, int cs)
- setFlashTexture()
C++ Interface: set_flash_texture(const GraphicsStateGuardian self, Texture tex)
- setGamma()
C++ Interface: set_gamma(const GraphicsStateGuardian self, float gamma)
- setIncompleteRender()
C++ Interface: set_incomplete_render(const GraphicsStateGuardian self, bool incomplete_render)
- /**
Sets the incomplete_render flag. When this is true, the frame will be
rendered even if some of the geometry or textures in the scene are not
available (e.g. they have been temporarily paged out). When this is
false, the frame will be held up while this data is reloaded.
Setting this true allows for a smoother frame rate, but occasionally parts
of the frame will be invisible or missing (they will generally come in
within a second or two). Setting this false guarantees that every frame
will be complete, but may cause more chugs as things are loaded up at
runtime.
You may want to set this false during loading screens, to guarantee that
all of your assets are available by the time you take the loading screen
down.
This flag may also be set individually on each DisplayRegion. It will be
considered true for a given DisplayRegion only if it is true on both the
GSG and on the DisplayRegion.
*/
- setLoader()
C++ Interface: set_loader(const GraphicsStateGuardian self, Loader loader)
- /**
Sets the Loader object that will be used by this GSG to load textures when
necessary, if get_incomplete_render() is true.
*/
- setScene()
C++ Interface: set_scene(const GraphicsStateGuardian self, SceneSetup scene_setup)
- setShaderGenerator()
C++ Interface: set_shader_generator(const GraphicsStateGuardian self, ShaderGenerator shader_generator)
- /**
Sets the ShaderGenerator object that will be used by this GSG to generate
shaders when necessary.
*/
- setShaderModel()
C++ Interface: set_shader_model(const GraphicsStateGuardian self, int shader_model)
- /**
Sets the ShaderModel. This will override the auto- detected shader model
during GSG reset. Useful for testing lower-end shaders.
*/
- setTextureQualityOverride()
C++ Interface: set_texture_quality_override(const GraphicsStateGuardian self, int quality_level)
- /**
Specifies the global quality_level to be imposed for all Textures rendered
by this GSG. This overrides the value set on individual textures via
Texture::set_quality_level(). Set this to Texture::QL_default in order to
allow the individual texture quality levels to be respected.
This is mainly useful for the tinydisplay software renderer. See
Texture::set_quality_level().
*/
- set_active()
C++ Interface: set_active(const GraphicsStateGuardian self, bool active)
- /**
Sets the active flag associated with the GraphicsStateGuardian. If the
GraphicsStateGuardian is marked inactive, nothing is rendered. This is not
normally turned off unless there is a problem with the rendering detected
at a low level.
*/
- set_coordinate_system()
C++ Interface: set_coordinate_system(const GraphicsStateGuardian self, int cs)
- set_flash_texture()
C++ Interface: set_flash_texture(const GraphicsStateGuardian self, Texture tex)
- set_gamma()
C++ Interface: set_gamma(const GraphicsStateGuardian self, float gamma)
- set_incomplete_render()
C++ Interface: set_incomplete_render(const GraphicsStateGuardian self, bool incomplete_render)
- /**
Sets the incomplete_render flag. When this is true, the frame will be
rendered even if some of the geometry or textures in the scene are not
available (e.g. they have been temporarily paged out). When this is
false, the frame will be held up while this data is reloaded.
Setting this true allows for a smoother frame rate, but occasionally parts
of the frame will be invisible or missing (they will generally come in
within a second or two). Setting this false guarantees that every frame
will be complete, but may cause more chugs as things are loaded up at
runtime.
You may want to set this false during loading screens, to guarantee that
all of your assets are available by the time you take the loading screen
down.
This flag may also be set individually on each DisplayRegion. It will be
considered true for a given DisplayRegion only if it is true on both the
GSG and on the DisplayRegion.
*/
- set_loader()
C++ Interface: set_loader(const GraphicsStateGuardian self, Loader loader)
- /**
Sets the Loader object that will be used by this GSG to load textures when
necessary, if get_incomplete_render() is true.
*/
- set_scene()
C++ Interface: set_scene(const GraphicsStateGuardian self, SceneSetup scene_setup)
- set_shader_generator()
C++ Interface: set_shader_generator(const GraphicsStateGuardian self, ShaderGenerator shader_generator)
- /**
Sets the ShaderGenerator object that will be used by this GSG to generate
shaders when necessary.
*/
- set_shader_model()
C++ Interface: set_shader_model(const GraphicsStateGuardian self, int shader_model)
- /**
Sets the ShaderModel. This will override the auto- detected shader model
during GSG reset. Useful for testing lower-end shaders.
*/
- set_texture_quality_override()
C++ Interface: set_texture_quality_override(const GraphicsStateGuardian self, int quality_level)
- /**
Specifies the global quality_level to be imposed for all Textures rendered
by this GSG. This overrides the value set on individual textures via
Texture::set_quality_level(). Set this to Texture::QL_default in order to
allow the individual texture quality levels to be respected.
This is mainly useful for the tinydisplay software renderer. See
Texture::set_quality_level().
*/
- shader_generator
- shader_model
- supports_2d_texture_array
- supports_3d_texture
- supports_basic_shaders
- supports_buffer_texture
- supports_compressed_texture
- supports_compute_shaders
- supports_cube_map
- supports_cube_map_array
- supports_depth_stencil
- supports_depth_texture
- supports_dual_source_blending
- supports_generate_mipmap
- supports_geometry_instancing
- supports_geometry_shaders
- supports_glsl
- supports_hlsl
- supports_indirect_draw
- supports_luminance_texture
- supports_multisample
- supports_occlusion_query
- supports_sampler_objects
- supports_shadow_filter
- supports_stencil
- supports_tessellation_shaders
- supports_tex_non_pow2
- supports_texture_combine
- supports_texture_dot3
- supports_texture_saved_result
- supports_texture_srgb
- supports_timer_query
- supports_two_sided_stencil
- texture_quality_override
- timer_queries_active
- valid