Friday, September 26, 2014

iOS8:Framework:Metal Framework:Tasks

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
  • Describing the 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)
  • Identifying Properties
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)
  • Presenting the Drawable
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)
  • Identifying Properties
Resource (Protocol)
  • Querying Memory Optimization Properties
  • Identifying Properties
  • Setting or Querying Resource Purgeability
Sampler State (Protocol)
  • Identifying Properties
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

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