Public Classes

Public Classes

Public classes describing the rendering system in GFx.

Classes
Class 
Description 
Represents a bevel filter. 
Maintains the blend state of the renderer. 
Represents a blur filter. 
A general implementation for a blur family of filters, which include Glow and Shadow functionality. 
Base class for primitive types that can be cached to a render target (and therefore not need to be re-rendered). 
Represents a standard 32-bit ARGB color value with 8 bits per color channel. 
Represents a 4x5 color transform. 
A color transform class that modifies all pixels being rendered. 
Interface to providing pixels for Get/SetPixels. 
Created internally by the HAL but is managed through renderBufferManager to enable reuse. 
Represents a depth/stencil buffer surface allocatable through the TextureManager
Represents a displacement map filter. 
 
An image virtualization object that combines software pixel data access with hardware rendering. 
One DrawableImageContext may be shared between multiple DrawableImages. 
A structure used by HAL items to keep track of their required GPU fences. 
A collection of fences inserted on a particular frame. 
Controls usage of GPU fence objects. 
Acts as an interface to any resource that requires GPU fencing. 
Partial implementation of ImageSource used for reading files. 
Allocatable filter base class. 
Consists of a screen area and filter descriptions (such as Blurs or DropShadows), which combined define filtering applied to objects within a scene. 
Desribes an array of filters that can be stored within a FilterState
Describes a set of filters that can be associated with Render::TreeNode
Font 
An abstract base class for system and built-in fonts. 
Creates and manages lifetime of Font objects. 
A partially thread safe font cache handle. 
An external interface to handle device/system fonts. 
A version of Image that represents a gradient image. 
An abstract rendering device class to record 'virtual' command buffers for platforms which don't directly support deferred contexts (eg. D3D9). 
A graphics device recorder class used for deferred contexts to record API calls into a command buffer for execution. 
Represents a glow filter. 
Defines an external configuration API for GlyphCache, which holds the cached textures and glyphs. 
HAL 
Abstract renderer interface used for rendering Movie instances. 
An external interface installed on HAL to notify event changes such as video mode changes. 
Represents an image within Scaleform Player and is used to generate textures for it. 
Base class for image that combines Format, Size information of Image with the Decode function. 
Describes the image data in addressable memory that can be accessed and modified directly. 
A wrapper around an Image to enable image substitution. 
Base class for ImageFileReader and ImageFileWriter classes stored in ImageFileHandlerRegistry
Maintains a list of ImageFileHandler, which can be used to automatically detect file formats and load image files. 
An image file reader/handler used to read data from a file and create an image. 
An image file writer/handler used to write image content to a file. 
A class used to set the line and fill styles for mesh and linestrip rendering. 
A memory buffer for reading image scanlines and converting them into desired formats. 
A utility class for the correct initialization of images. 
A class to transparently swizzle texel data as necessary for platforms. 
Represents an image update action queued up for the image, typically to be executed on a rendering thread. 
An abstract interface used to notify rendering Context and/or TextureManager about image updates. 
Represents a Texture mapped into memory with Texture::Map() call. 
Contains the mask node state applied on the renderer. 
A base class representing various matrix states set in the renderer. 
Partial implementation of Image that stores raw file data in a buffer. 
Base MemoryManager used by console render HAL(s). 
Maintains the hardware Vertex and Index buffers cached objects lists, providing an API used to manage the shape meshes. 
Defines external configuration API of a MeshCache used by Renderer/HAL
Holds the original bounds of a node, before it is modified by filters, etc. 
Contains the original mask's parent state on the renderer. 
Represents a table of colors, and is also known as color map. 
Handles overriding rendering to provide informational view, for example, scene overdraw. 
Determines behavior of certain operations while executing drawing. 
Contains the three dimensional projection state applied on the renderer. 
Allocates image content in system memory, allowing it to be accessed directly through GetImageData
A type of buffer created and managed by the RenderBufferManager, with implementations including RenderTarget and DepthStencilBuffer
An abstract class used by Render::HAL implementations to manage cachable render targets. 
A platform independent render event interface for signaling GPU events in different tools. 
Rendering synchronization class. 
Represents a render target (framebuffer, surface, etc) to which rendering can be directed. 
Represents HW resource associated with render buffer, allocated explicitly by the relevant HAL back end. 
Maintains the Scale9 state of the renderer. 
Helper class for scoped GPU events. 
Represents a shadow filter. 
A base mesh buffer for console mesh caches and can contain either vertex and/or index data. 
A partial mesh cache implementation used to simplify platform-specific MeshCache implementation on consoles. 
Can be used in applications that do not separate their Render thread and Simulation thread. 
A single render state data item. 
Collection of render states stored within TreeNode::NodeData
An implementation of Image that references a sub-rectangle of an original image. 
A hardware version of image that is typically allocated from a HAL-specific renderer's TextureManager and is managed by the rendering thread. 
Interface for the texture caching system. 
A version of Image that delegates all of its implementation to a Texture, not storing any additional plane information in memory. 
Texture resource creation class. 
Contains TextureMutex and other synchronization objects. 
A command interface that should be implemented by a RenderThread and passed to Render HAL
Contains the user data state that is applied on the movie clip. 
Contains the three dimensional view state applied on the renderer. 
Base class for 2D graphics rendering, used through subclasses Render::D3D9,Render::GL, etc. 
An ImageSource wrapper implementation for initialization and loading of images. 
Enumerations
Enumeration 
Description 
Blend modes supported by the renderer, these modes map directly to the blending options provided by Flash. 
The 'types' of things that can be drawn. 
EventType is the list of rendering events that the event system tracks. 
Represents the type of fence. 
Filter targets. 
Defines the type of filter that can be applied to the tree node filter states. 
Parameter to Display, specifying which pass to render. 
Generic configuration flags, that apply to multiple platforms. 
Specifies the type of video mode event on the render HAL. 
Enumeration including file formats supported and/or used by GFx. 
List of image formats that can be used for the image data. 
ImageStorage denotes the texture layout/tiling. 
Defines a target rendering platform for which this ImageFormat is intended, it is stored as part of the format. ImageTarget_Any means that the image format is compatible with any platform. 
Describes how image is intended to be used, or what capabilities the image and its associated texture should have. ImageUse Map flags describe whether Image::Map and Texture::Map can be used to obtain the pointer to image data for updating. 
Describes the type of memory allocation being requested. 
profiler flags. 
Profile modes. 
uniform 
Describes the type of RenderBuffer
Describes the current "lifetime" status of a RenderTarget
Lists the flag describing the usage of the render targets. 
Operation type for the image resizer. This is used to scale incoming images to the next power of two when initializing textures. 
Describes the sampling modes with a bitmap fill style, that are used during image rendering. 
Describes the render states that are attached to the render tree nodes, where they are stored in a bag. 
Enumeration for 3D stereo rendering. 
Describes the wrapping modes used during image rendering. 
Templates
Template 
Description 
Memory buffer used for storing Image scanlines read from file and converting them to a desired format. 
Represents a matrix in row-major order. 
Represents a three-dimensional matrix in row-major order. 
Represents a multi-dimensional matrix in row-major order. 
Defines a two-dimensional point, containing x and y coordinates. 
Defines a point in three-dimensional plane, specified by x, y and z coordinates. 
Intended to modify the behavior of the HAL, during runtime, to rendering shapes in different ways. 
Quaternion class for representing rotations. 
Rect 
Defines a two-dimensional rectangle that is defined by its left-most top corner and right-most bottom corner. 
Size 
Represents a simple two-dimensional size consisting of two components: Width and Height
Structures
Structure 
Description 
Describes the arguments for a blur filter state implementation. 
DICommand is a base command for DrawableImage commands that are queued up for the render thread. 
Describes the texture use policy of the dynamic glyph cache. 
Contains common arguments passed to HAL::InitHAL function. 
Used to set the data needed for image creation functions. 
Describes one addressable data plane of an image in memory. 
ImageSwizzlerContext exists so that there is an ImageSwizzler singleton, and the context holds the operational data in the location where the operations are performed. 
A simple array-based queue used to record image update requests and execute them all at once. 
Base class for image write arguments. 
Holds mesh cache parameters that control buffer sizes, batching and allocation policies of MeshCache
Structure describing the parameters for 3D stereo support. 
Describe format of the texture and its caps. 
Tolerance values for controlling how smoothly surfaces/shapes/strokes are tessellated for rendering.