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