|
iOS8 Framework |
Argument
- Describing the Argument
- Describing a Buffer Argument
- Describing a Texture Argument
- Describing a Threadgroup Memory Argument
Array Type
- Describing the Array Elements
- Obtaining Details for Complex Array Elements
Compile Options
- Specifying Compiler Option Properties
Compute Pipeline Reflection
- Obtaining the Arguments of the Compute Function
Depth Stencil Descriptor
- Specifying Depth Operations
- Specifying Stencil Descriptors for Primitives
- Identifying Properties
Render Pass Attachment Descriptor
- Specifying the Texture for the Attachment
- Specifying Rendering Pass Actions
- Specifying the Texture to Resolve Multisample Data
Render Pass Color Attachment Descriptor
- Specifying Clearing Value
Render Pass Depth Attachment Descriptor
- Specifying Clearing Value
Render Pass Stencil Attachment Descriptor
- Specifying the Stencil Clear Value
Render Pass Color Attachment Descriptor Array
- Accessing the Description of a Color Attachment
Render Pass Descriptor
- Creating a Default Render Pass Descriptor
- Specifying the Attachments for a Rendering Pass
- Specifying the Visibility Result Buffer
Render Pipeline Color Attachment Descriptor
- Specifying Render Pipeline State
- Controlling the Blend Operation
- Specifying Blend Factors
Render Pipeline Color Attachment Descriptor Array
- Accessing Render Pipeline State for a Color Attachment
Render Pipeline Descriptor
- Specifying Rendering Pipeline State
- Specifying Shader Functions and Associated Data
- Enabling Rasterization
- Specifying Multisampling Properties
- Identifying Properties
Render Pipeline Reflection
- Obtaining the Arguments of the Vertex Function
- Obtaining the Arguments of the Fragment Function
Sampler Descriptor
- Specifying Sampler Properties
- Identifying Properties
Stencil Descriptor
- Specifying Stencil Functions and Operations
- Specifying Stencil Bit Mask Properties
Struct Member
- Describing the Struct Member
- Obtaining Member Details
Struct Type
- Obtaining Struct Members
- Obtaining a Struct Member by Name
Texture Descriptor
- Creating Texture Descriptors
- Specifying Texture Attributes
Vertex Attribute
Vertex Attribute Descriptor
- Organizing the Vertex Attribute
Vertex Attribute Descriptor Array
- Accessing a Specified Vertex Attribute
Vertex Buffer Layout Descriptor
- Organizing the Vertex Buffer Layout
Vertex Buffer layout Descriptor Array
- Accessing a Specified Vertex Buffer Layout
Vertex Descriptor
- Creating a New Vertex Descriptor
- Setting Default Values
- Accessing the Vertex Buffer Layouts and Vertex Attributes
Blit Command Encoder (Protocol)
- Copying Data Between Two Buffers
- Copying Data From a Buffer to a Texture
- Copying Data Between Two Textures
- Copying Data from a Texture to a Buffer
- Performing Image Operations
Buffer (Protocol)
- Creating a Texture That Shares Buffer Data
- Locating the Buffer’s Storage
- Properties
Command Buffer (Protocol)
- Creating Command Encoders
- Scheduling and Executing Commands
- Monitoring Command Buffer Execution
- Determining Whether to Keep Strong References to Associated Resource Objects
- Identifying the Command Buffer
Command Encoder (Protocol)
- Creating Command Buffers
- Debugging with Xcode
- Identifying Properties
Command Queue (Protocol)
- Creating Command Buffers
- Debugging with Xcode
- Identifying Properties
Compute Command Encoder (Protocol)
- Specifying the Compute Pipeline State
- Specifying Resources for a Compute Function
- Executing a Compute Function
Compute Pipeline State (Protocol)
- Querying Threadgroup Attributes
- Identifying Properties
Depth Stencil State (Protocol)
Device (Protocol)
- Identifying Properties
- Creating Metal Shader Libraries
- Creating Command Queues
- Creating Resources
- Creating Command Objects Needed to Render Graphics
- Creating Command Objects Needed to Perform Computational Tasks
Drawable (Protocol)
Function (Protocol)
- Identifying the Function
- Identifying the Device
- Accessing Vertex Attributes
Library (Protocol)
- Accessing a Function Within a Library
- Querying Library Contents
- Identifying Properties
Parallel Render Command Encoder (Protocol)
- Creating a Render Command Encoder
Render Command Encoder (Protocol)
- Setting Graphics Rendering State
- Specifying Resources for a Vertex Function
- Specifying Resources for a Fragment Function
- Drawing Geometric Primitives
Render Pipeline State (Protocol)
Resource (Protocol)
- Querying Memory Optimization Properties
- Identifying Properties
- Setting or Querying Resource Purgeability
Sampler State (Protocol)
Texture (Protocol)
- Copying Data into a Texture Image
- Copying Data from a Texture Image
- Creating Textures by Reusing Image Data
- Querying Texture Attributes
Functions
- Obtaining the Preferred Device
- Creating an Image Location or Region
- Creating a Color to Clear an Attachment
No comments:
Post a Comment