IGraphicsContextFactory
Description
- Derived from
- Extended by
-
GraphicsContextFactory abstract
Base interface for classes that create IGraphicsContext instances.
An implementation class of the IGraphicsContextFactory interface can always be used, even if the underlying graphics API is not supported or if the required 3rd-party .NET assemblies have been omitted from the binary distribution. In any of these cases, the CanCreateGraphicsContext property will return false
. In the latter case, using an implementation class of the IGraphicsContext interface can cause runtime exceptions, for example System.TypeInitializationException
and System.IO.FileNotFoundException
. Use the IGraphicsContext.IsCompatibleWith method to find out whether a context object is compatible with a supported factory.
Public / Methods
GetGraphicsContext
Returns the graphics context for the current factory settings.
- IOException
-
If an I/O error has occurred while loading the shader effects (see ShaderRepository).
- RenderException
-
If CanCreateGraphicsContext returns
false
or if the graphics driver has returned an error.
Public / Attributes
AdapterNames
Returns the human-readable names of the graphics adapters.
A graphics adapter name always has the following form:
#n: ...
where n
is the zero-based adapter ordinal and …
is the adapter name.
CanCreateGraphicsContext
Can this factory create a graphics context in the current environment?
The value of this property reflects the environment only, e.g. the availability and feature level of native libraries. It does not take into account the current application state, such as the presence of a primary window.
MaximumTextureSize
The maximum size of a single texture resource in video memory.
The default value is 0
.
- See also
MultiSampling
The multisampling type to use.
If the given multisampling type is not supported, the closest match will be used.
The default value is MultiSampleType.None.
- See also
ShaderRepository
Path to the base directory of the public GPU shader repository.
A shader repository is structured like this:
path/lang.api/
where path
is the ShaderRepository, lang
is the name of the shader programming language (e.g. glsl
, hlsl
) and api
is the name tag of the graphics API (e.g. dx9
, dx11
, dx12
, gl41
, gles30
). Usually, there will be some shared code in this directory:
path/lang/
The contents of the directory for a specific shader programming language and graphics API is defined by the corresponding IGraphicsContextFactory implementation. An implementation may have a private GPU shader repository, specified by a mechanism that is defined by the implementation (for example, an embedded ZIP resource or a separate local directory).
When the IRenderEffectFactory.CreateRenderEffect method needs to load a GPU shader, it first checks whether the shader files are present in the public GPU shader repository or not. Only if the public repository is disabled or if the shader file are not present, the factory method falls back to the private GPU shader repository. If the IRenderEffectFactory implementation does not have a private repository, render effect creation will fail.
Defaults to Path.Unknown.