Moar docs, mostly context.
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@@ -7,4 +7,75 @@ of the device's 3D rendering pipeline.
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Methods
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Methods
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-------
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-------
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XXX
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CSO State
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^^^^^^^^^
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All CSO state is created, bound, and destroyed, with triplets of methods that
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all follow a specific naming scheme. For example, ``create_blend_state``,
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``bind_blend_state``, and ``destroy_blend_state``.
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CSO objects handled by the context object:
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* :ref:`Blend`: ``*_blend_state``
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* :ref:`Sampler`: These are special; they can be bound to either vertex or
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fragment samplers, and they are bound in groups.
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``bind_fragment_sampler_states``, ``bind_vertex_sampler_states``
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* :ref:`Rasterizer`: ``*_rasterizer_state``
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* :ref:`Depth, Stencil, & Alpha`: ``*_depth_stencil_alpha_state``
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* :ref:`Shader`: These have two sets of methods. ``*_fs_state`` is for
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fragment shaders, and ``*_vs_state`` is for vertex shaders.
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Non-CSO State
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^^^^^^^^^^^^^
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These pieces of state are too small, variable, and/or trivial to have CSO
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objects. They all follow simple, one-method binding calls, e.g.
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``set_edgeflags``.
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* ``set_edgeflags``
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* ``set_blend_color``
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* ``set_clip_state``
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* ``set_constant_buffer``
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* ``set_framebuffer_state``
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* ``set_polygon_stipple``
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* ``set_scissor_state``
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* ``set_viewport_state``
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* ``set_fragment_sampler_textures``
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* ``set_vertex_sampler_textures``
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* ``set_vertex_buffers``
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* ``set_vertex_elements``
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Queries
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^^^^^^^
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Queries can be created with ``create_query`` and deleted with
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``destroy_query``. To enable a query, use ``begin_query``, and when finished,
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use ``end_query`` to stop the query. Finally, ``get_query_result`` is used
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to retrieve the results.
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VBO Drawing
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^^^^^^^^^^^
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``draw_arrays``
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``draw_elements``
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``draw_range_elements``
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``flush``
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Surface Drawing
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^^^^^^^^^^^^^^^
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These methods emulate classic blitter controls. They are not guaranteed to be
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available; if they are set to NULL, then they are not present.
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``surface_fill`` performs a fill operation on a section of a surface.
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``surface_copy`` blits a region of a surface to a region of another surface,
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provided that both surfaces are the same format. The source and destination
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may be the same surface, and overlapping blits are permitted.
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``clear`` initializes entire buffers to an RGBA, depth, or stencil value,
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depending on the formats of the buffers. Use ``set_framebuffer_state`` to
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specify the buffers to clear.
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@@ -1,3 +1,5 @@
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.. _blend:
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Blend
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Blend
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=====
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=====
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@@ -1,3 +1,5 @@
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.. _depth,stencil,&alpha:
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Depth, Stencil, & Alpha
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Depth, Stencil, & Alpha
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=======================
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=======================
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@@ -1,3 +1,5 @@
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.. _rasterizer:
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Rasterizer
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Rasterizer
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==========
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==========
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@@ -1,3 +1,5 @@
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.. _sampler:
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Sampler
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Sampler
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=======
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=======
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@@ -1,3 +1,5 @@
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.. _shader:
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Shader
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Shader
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======
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======
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@@ -6,4 +6,34 @@ A screen is an object representing the context-independent part of a device.
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Methods
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Methods
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-------
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-------
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XXX
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XXX moar; got bored
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get_name
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^^^^^^^^
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Returns an identifying name for the screen.
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get_vendor
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^^^^^^^^^^
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Returns the screen vendor.
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get_param
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^^^^^^^^^
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Get an integer/boolean screen parameter.
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get_paramf
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^^^^^^^^^^
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Get a floating-point screen parameter.
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is_format_supported
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^^^^^^^^^^^^^^^^^^^
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See if a format can be used in a specific manner.
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texture_create
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^^^^^^^^^^^^^^
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Given a template of texture setup, create a BO-backed texture.
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