GFXShaderConstBuffer Member List

This is the complete list of members for GFXShaderConstBuffer, including all inherited members.

clearFlag()GFXResource [inline]
clearWeakReferences()WeakRefBase [inline, protected]
describeSelf() const =0GFXShaderConstBuffer [pure virtual]
destroySelf()StrongRefBase [inline, virtual]
getNextResource() const GFXResource [inline]
getOwningDevice() const GFXResource [inline]
getPrevResource() const GFXResource [inline]
getRefCount() const StrongRefBase [inline]
getShader()=0GFXShaderConstBuffer [pure virtual]
getWeakReference()WeakRefBase [inline]
GFXResource()GFXResource
isFlagged()GFXResource [inline]
registerResourceWithDevice(GFXDevice *device)GFXResource
resurrect()=0GFXResource [pure virtual]
set(GFXShaderConstHandle *handle, const F32 f)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const Point2F &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const Point3F &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const Point4F &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const ColorF &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const S32 f)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const Point2I &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const Point3I &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const Point4I &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< F32 > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< Point2F > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< Point3F > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< Point4F > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< S32 > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< Point2I > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< Point3I > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const AlignedArray< Point4I > &fv)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const MatrixF &mat, const GFXShaderConstType matrixType=GFXSCT_Float4x4)=0GFXShaderConstBuffer [pure virtual]
set(GFXShaderConstHandle *handle, const MatrixF *mat, const U32 arraySize, const GFXShaderConstType matrixType=GFXSCT_Float4x4)=0GFXShaderConstBuffer [pure virtual]
setFlag()GFXResource [inline]
StrongRefBase()StrongRefBase [inline]
WeakRefBase()WeakRefBase [inline]
zombify()=0GFXResource [pure virtual]
~GFXResource()GFXResource [virtual]
~WeakRefBase()WeakRefBase [inline, virtual]