MonoGame.Framework.Content.Pipeline
Encapsulates and provides operations, such as format conversions, on the
source audio. This type is produced by the audio importers and used by audio
processors to produce compiled audio assets.
Note that AudioContent can load and process audio files that are not supported by the importers.
The name of the original source audio file.
The type of the original source audio file.
The current raw audio data without header information.
This changes from the source data to the output data after conversion.
For MP3 and WMA files this throws an exception to match XNA behavior.
The duration of the audio data.
The current format of the audio data.
This changes from the source format to the output format after conversion.
The current loop length in samples.
This changes from the source loop length to the output loop length after conversion.
The current loop start location in samples.
This changes from the source loop start to the output loop start after conversion.
Initializes a new instance of AudioContent.
Name of the audio source file to be processed.
Type of the processed audio: WAV, MP3 or WMA.
Constructs the object from the specified source file, in the format specified.
Transcodes the source audio to the target format and quality.
Format to convert this audio to.
Quality of the processed output audio. For streaming formats, it can be one of the following: Low (96 kbps), Medium (128 kbps), Best (192 kbps). For WAV formats, it can be one of the following: Low (11kHz ADPCM), Medium (22kHz ADPCM), Best (44kHz PCM)
The name of the file that the converted audio should be saved into. This is used for SongContent, where
the audio is stored external to the XNB file. If this is null, then the converted audio is stored in
the Data property.
Type of the audio file.
The MP3 format
The WAV format
The WMA format
The Ogg format
Encapsulates the native audio format (WAVEFORMATEX) information of the audio content.
Gets the average bytes processed per second.
Average bytes processed per second.
Gets the bit depth of the audio content.
If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format.
Gets the number of bytes per sample block, taking channels into consideration. For example, for 16-bit stereo audio (PCM format), the size of each sample block is 4 bytes.
Number of bytes, per sample block.
Gets the number of channels.
If the audio has not been processed, the source channel count; otherwise, the new channel count.
Gets the format of the audio content.
If the audio has not been processed, the format tag of the source content; otherwise, the new format tag.
Gets the raw byte buffer for the format. For non-PCM formats, this buffer contains important format-specific information beyond the basic format information exposed in other properties of the AudioFormat type.
The raw byte buffer represented in a collection.
Gets the sample rate of the audio content.
If the audio has not been processed, the source sample rate; otherwise, the new sample rate.
Helper methods for audio importing, conversion and processing.
Gets the file extension for an audio format.
The conversion format
The file extension for the given conversion format.
Find the profile for this target platform.
The platform target for audio.
Returns true if this profile supports audio processing for this platform.
Converts the audio content to work on targeted platform.
The platform to build the audio content for.
The suggested audio quality level.
The audio content to convert.
The quality used for conversion which could be different from the suggested quality.
Converts the audio content to a streaming format that works on targeted platform.
The platform to build the audio content for.
The suggested audio quality level.
he audio content to convert.
The quality used for conversion which could be different from the suggested quality.
Target formats supported for audio source conversions.
Microsoft ADPCM encoding technique using 4 bits
8/16-bit mono/stereo PCM audio 8KHz-48KHz
Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps)
The Xbox compression format
QuickTime ADPCM format
Advanced Audio Coding
Vorbis open, patent-free audio encoding
Compression quality of the audio content.
High compression yielding lower file size, but could compromise audio quality
Moderate compression resulting in a compromise between audio quality and file size
Lowest compression, but the best audio quality
Provides methods and properties for maintaining an animation channel. An animation channel is a collection of keyframes describing the movement of a single bone or rigid object.
Gets the number of keyframes in the collection.
Gets the keyframe at the specified index position.
Returns a value indicating whether the object is read-only.
Initializes a new instance of AnimationChannel.
To satisfy ICollection
Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times.
Keyframe to be added to the channel.
Index of the new keyframe.
Removes all keyframes from the collection.
Searches the collection for the specified keyframe.
Keyframe being searched for.
true if the keyframe exists; false otherwise.
To satisfy ICollection
Determines the index for the specified keyframe.
Identity of a keyframe.
Index of the specified keyframe.
Removes the specified keyframe from the collection.
Keyframe being removed.
true if the keyframe was removed; false otherwise.
Removes the keyframe at the specified index position.
Index of the keyframe being removed.
Returns an enumerator that iterates through the keyframes.
Enumerator for the keyframe collection.
To satisfy ICollection
Collection of animation data channels, one per bone or rigid object.
Initializes a new instance of AnimationChannelDictionary.
Provides properties for maintaining an animation.
Gets the collection of animation data channels. Each channel describes the movement of a single bone or rigid object.
Gets or sets the total length of the animation.
Initializes a new instance of AnimationContent.
Collection of named animations.
Initializes a new instance of AnimationContentDictionary.
Provides methods and properties for managing a keyframe. A keyframe describes the position of an animation channel at a single point in time.
Gets the time offset from the start of the animation to the position described by this keyframe.
Gets or sets the position described by this keyframe.
Initializes a new instance of AnimationKeyframe with the specified time offsetand transform.
Time offset of the keyframe.
Position of the keyframe.
Compares this instance of a keyframe to another.
Keyframe being compared to.
Indication of their relative values.
Creates an instance of AtcExplicitBitmapContent.
Creates an instance of AtcExplicitBitmapContent with the specified width and height.
The width in pixels of the bitmap.
The height in pixels of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Creates an instance of AtcInterpolatedBitmapContent.
Creates an instance of AtcInterpolatedBitmapContent with the specified width and height.
The width in pixels of the bitmap.
The height in pixels of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Provides properties and methods for creating and maintaining a bitmap resource.
Gets or sets the height of the bitmap, in pixels.
Gets or sets the width of the bitmap, in pixels.
Initializes a new instance of BitmapContent.
Initializes a new instance of BitmapContent with the specified width or height.
Width, in pixels, of the bitmap resource.
Height, in pixels, of the bitmap resource.
Copies one bitmap into another.
The destination bitmap can be in any format and size. If the destination is larger or smaller, the source bitmap is scaled accordingly.
BitmapContent being copied.
BitmapContent being overwritten.
Copies one bitmap into another.
The destination bitmap can be in any format and size. If the destination is larger or smaller, the source bitmap is scaled accordingly.
BitmapContent being copied.
Region of sourceBitmap.
BitmapContent being overwritten.
Region of bitmap to be overwritten.
Reads encoded bitmap content.
Array containing encoded bitmap data.
Writes encoded bitmap content.
Array containing encoded bitmap data to be set.
Returns a string description of the bitmap resource.
Description of the bitmap.
Attempts to copy a region from a specified bitmap.
BitmapContent being copied.
Location of sourceBitmap.
Region of destination bitmap to be overwritten.
true if region copy is supported; false otherwise.
Attempts to copy a region of the specified bitmap onto another.
BitmapContent being overwritten.
Location of the source bitmap.
Region of destination bitmap to be overwritten.
true if region copy is supported; false otherwise.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Validates the arguments to the Copy function.
BitmapContent being copied.
Location of sourceBitmap.
BitmapContent being overwritten.
Region of bitmap to be overwritten.
Represents an animation skeleton.
Initializes a new instance of BoneContent.
Provides properties for managing a bone weight.
Gets the name of the bone.
Gets the amount of bone influence, ranging from zero to one. The complete set of weights in a BoneWeightCollection should sum to one.
Initializes a new instance of BoneWeight with the specified name and weight.
Name of the bone.
Amount of influence, ranging from zero to one.
Collection of bone weights of a vertex.
Initializes a new instance of BoneWeightCollection.
Normalizes the contents of the weights list.
Normalizes the contents of the bone weights list.
Maximum number of weights allowed.
Test if there is an element in this enumeration.
Type of the element
The enumerable source.
true if there is an element in this enumeration, false otherwise
Select elements from an enumeration.
The type of the T source.
The type of the T result.
The source.
The selector.
A enumeration of selected values
Selects distinct elements from an enumeration.
The type of the T source.
The source.
The comparer.
A enumeration of selected values
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Contains the source code for a DirectX Effect, loaded from a .fx file.
Initializes a new instance of EffectContent.
Gets or sets the effect program source code.
Supports the processing of a texture compressed using ETC1.
Initializes a new instance of Etc1BitmapContent.
Initializes a new instance of Etc1BitmapContent with the specified width or height.
Width in pixels of the bitmap resource.
Height in pixels of the bitmap resource.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Provides information to the FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output.
Gets or sets the name of the font, such as "Times New Roman" or "Arial". This value cannot be null or empty.
Gets or sets the size, in points, of the font.
Gets or sets the amount of space, in pixels, to insert between letters in a string.
Indicates if kerning information is used when drawing characters.
Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags.
Gets or sets the default character for the font.
Initializes a new instance of FontDescription and initializes its members to the specified font, size, and spacing, using FontDescriptionStyle.Regular as the default value for Style.
The name of the font, such as Times New Roman.
The size, in points, of the font.
The amount of space, in pixels, to insert between letters in a string.
Initializes a new instance of FontDescription and initializes its members to the specified font, size, spacing, and style.
The name of the font, such as Times New Roman.
The size, in points, of the font.
The amount of space, in pixels, to insert between letters in a string.
The font style for the font.
Initializes a new instance of FontDescription using the specified values.
The name of the font, such as Times New Roman.
The size, in points, of the font.
The amount of space, in pixels, to insert between letters in a string.
The font style for the font.
true if kerning information is used when drawing characters; false otherwise.
Flags that describe style information to be applied to text.
You can combine these flags by using a bitwise OR operator (|).
Bold text.
Italic text.
Normal text.
Normally, when you add a .spritefont file to your project, this data is
deserialized into a FontDescription object, which is then built into a
SpriteFontContent by the FontDescriptionProcessor. But to localize the
font, we want to add some additional data, so our custom processor can
know what .resx files it needs to scan. We do this by defining our own
custom font description class, deriving from the built in FontDescription
type, and adding a new property to store the resource filenames.
Constructor.
Add a new property to our font description, which will allow us to
include a ResourceFiles element in the .spritefont XML. We use the
ContentSerializer attribute to mark this as optional, so existing
.spritefont files that do not include this ResourceFiles element
can be imported as well.
Provides properties that define various aspects of a geometry batch.
Gets the list of triangle indices for this geometry batch. Geometry is stored as an indexed triangle list, where each group of three indices defines a single triangle.
Gets or sets the material of the parent mesh.
Gets or sets the parent MeshContent for this object.
Gets the set of vertex batches for the geometry batch.
Creates an instance of GeometryContent.
Provides methods for maintaining a collection of geometry batches that make up a mesh.
Gets the parent of a child object.
The child of the parent being retrieved.
The parent of the child object.
Sets the parent of the specified child object.
The child of the parent being set.
The parent of the child object.
Returns the next power of two. Returns same value if already is PoT.
Pixel data has no alpha values below 1.0.
Pixel data contains alpha values that are either 0.0 or 1.0.
Pixel data contains alpha values that cover the full range of 0.0 to 1.0.
Gets the alpha range in a set of pixels.
A bitmap of full-colour floating point pixel data in RGBA or BGRA order.
A member of the AlphaRange enum to describe the range of alpha in the pixel data.
Provides methods for maintaining a list of index values.
Initializes a new instance of IndexCollection.
Add a range of indices to the collection.
A collection of indices to add.
Provides methods for maintaining a list of vertex positions.
This class is designed to collect the vertex positions for a VertexContent object. Use the contents
of the PositionIndices property (of the contained VertexContent object) to index into the Positions
property of the parent mesh.
Number of positions in the collection.
Number of positions.
Gets or sets the position at the specified index.
Position located at index.
Gets a value indicating whether this object is read-only.
true if this object is read-only; false otherwise.
Initializes a new instance of IndirectPositionCollection.
Determines whether the specified position is in the collection.
Position being searched for in the collection.
true if the position was found; false otherwise.
Copies the specified positions to an array, starting at the specified index.
Array of positions to be copied.
Index of the first copied position.
Gets an enumerator interface for reading the position values.
Interface for enumerating the collection of position values.
Gets the index of the specified position in a collection.
Position being searched for.
Index of the specified position or -1 if not found.
Returns an enumerator that can iterate through the collection.
Enumerator that can iterate through the collection.
Provides methods and properties for maintaining a collection of named texture references.
In addition to texture references, opaque data values are stored in the OpaqueData property of the base class.
Gets the texture collection of the material.
Collection of textures used by the material.
Initializes a new instance of MaterialContent.
Gets a reference type from the OpaqueDataDictionary collection.
Type of the related opaque data.
Key of the property being retrieved.
The related opaque data.
Gets a value from the Textures collection.
Key of the texture being retrieved.
Reference to a texture from the collection.
Gets a value type from the OpaqueDataDictionary collection.
Type of the value being retrieved.
Key of the value type being retrieved.
Index of the value type beng retrieved.
Sets a value in the contained OpaqueDataDictionary object.
If null is passed, the value is removed.
Type of the element being set.
Name of the key being modified.
Value being set.
Sets a value in the contained TextureReferenceDictionary object.
If null is passed, the value is removed.
Name of the key being modified.
Value being set.
The key value differs depending on the type of attached dictionary.
If attached to a BasicMaterialContent dictionary (which becomes a BasicEffect object at run time), the value for the Texture key is used as the texture for the BasicEffect runtime object. Other keys are ignored.
If attached to a EffectMaterialContent dictionary, key names are the texture names used by the effect. These names are dependent upon the author of the effect object.
Helper method to make a copy of a material.
A clone of the material.
Gets or sets the current value for position merging of the mesh.
Gets or sets the tolerance for .
Gets or sets the name of the current object being processed.
Reverses the triangle winding order of the specified mesh.
Adds a vertex into the index collection.
Index of the inserted vertex, in the collection.
This corresponds to the value returned by .
Inserts the specified vertex position into the vertex channel.
Value of the x component of the vector.
Value of the y component of the vector.
Value of the z component of the vector.
Index of the inserted vertex.
Inserts the specified vertex position into the vertex channel at the specified index.
Value of the vertex being inserted.
Index of the vertex being inserted.
Ends the creation of a mesh.
Resultant mesh.
Sets the material for the next triangles.
Material for the next triangles.
Sets the material for the triangles being defined next. This material
and the opaque data dictionary, set with
define the object containing the next
triangles. When you set a new material or opaque data dictionary the
triangles you add afterwards will belong to a new
object.
Sets the opaque data for the next triangles.
Opaque data dictionary for the next triangles.
Sets the opaque data dictionary for the triangles being defined next. This dictionary
and the material, set with , define the
object containing the next triangles. When you set a new material or opaque data dictionary
the triangles you add afterwards will belong to a new object.
Sets the specified vertex data with new data.
Index of the vertex data channel being set. This should match the index returned by CreateVertexChannel.
New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex.
Initializes the creation of a mesh.
Name of the mesh.
Object used when building the mesh.
Provides properties and methods that define various aspects of a mesh.
Gets the list of geometry batches for the mesh.
Gets the list of vertex position values.
Initializes a new instance of MeshContent.
Applies a transform directly to position and normal channels. Node transforms are unaffected.
Generates vertex normals by accumulation of triangle face normals.
The mesh which will recieve the normals.
Overwrite or skip over geometry with existing normals.
This calls to do the work.
Generates vertex normals by accumulation of triangle face normals.
The geometry which will recieve the normals.
Overwrite or skip over geometry with existing normals.
We use a "Mean Weighted Equally" method generate vertex normals from triangle
face normals. If normal cannot be calculated from the geometry we set it to zero.
Generate the tangents and binormals (tangent frames) for each vertex in the mesh.
The mesh which will have add tangent and binormal channels added.
The Vector2 texture coordinate channel used to generate tangent frames.
Search for the root bone of the skeletion.
The node from which to begin the search for the skeleton.
The root bone of the skeletion or null if none is found.
Traverses a skeleton depth-first and builds a list of its bones.
Merge any positions in the of the
specified mesh that are at a distance less than the specified tolerance
from each other.
Mesh to be processed.
Tolerance value that determines how close
positions must be to each other to be merged.
This method will also update the
in the of the specified mesh.
Merge vertices with the same and
data within the specified
.
Geometry to be processed.
Merge vertices with the same and
data within the
of this mesh. If you want to merge positions too, call
on your mesh before this function.
Mesh to be processed
Reverses the triangle winding order of the mesh.
The mesh which will be modified.
This method is useful when changing the direction of backface culling
like when switching between left/right handed coordinate systems.
Transforms the contents of a node and its descendants.
The node transforms themselves are unaffected.
The root node of the scene to transform.
The transform matrix to apply to the scene.
Determines whether the specified transform is left-handed.
The transform.
if is left-handed; otherwise,
if is right-handed.
Provides methods for accessing a mipmap chain.
Initializes a new instance of MipmapChain.
Initializes a new instance of MipmapChain with the specified mipmap.
Constructs a new mipmap chain containing the specified bitmap.
Bitmap used for the mipmap chain.
Resultant mipmap chain.
Provides methods for maintaining a mipmap chain.
Provides a base class for graphics types that define local coordinate systems.
Gets the value of the local Transform property, multiplied by the AbsoluteTransform of the parent.
Gets the set of animations belonging to this node.
Gets the children of the NodeContent object.
Gets the parent of this NodeContent object.
Gets the transform matrix of the scene.
The transform matrix defines a local coordinate system for the content in addition to any children of this object.
Creates an instance of NodeContent.
Creates an instance of NodeContentCollection.
Parent object of the child objects returned in the collection.
Gets the parent of a child object.
The child of the parent being retrieved.
The parent of the child object.
Modifies the value of the parent object of the specified child object.
The child of the parent being modified.
The new value for the parent object.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Provides a collection of vertex position values.
Initializes a new instance of PositionCollection.
Creates an instance of PvrtcRgb2BitmapContent with the specified width and height.
The width in pixels of the bitmap.
The height in pixels of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Creates an instance of PvrtcRgb4BitmapContent with the specified width and height.
The width in pixels of the bitmap.
The height in pixels of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Creates an instance of PvrtcRgba2BitBitmapContent with the specified width and height.
The width in pixels of the bitmap.
The height in pixels of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Creates an instance of PvrtcRgba4BitBitmapContent with the specified width and height.
The width in pixels of the bitmap.
The height in pixels of the bitmap.
Gets the corresponding GPU texture format for the specified bitmap type.
Format being retrieved.
The GPU texture format of the bitmap type.
Returns a string description of the bitmap.
Description of the bitmap.
Reads each individual bit of a byte from left to right and expands it to a full byte,
ones get byte.maxvalue, and zeros get byte.minvalue.
Byte to expand and copy
Number of Bits of the Byte to copy, from 1 to 8
Byte array where to copy the results
Position where to begin copying the results in destination
Provides a base class for all texture objects.
Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures.
Initializes a new instance of TextureContent with the specified face collection.
Mipmap chain containing the face collection.
Converts all bitmaps for this texture to a different format.
Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent or DxtBitmapContent.
Generates a full set of mipmaps for the texture.
true if the existing mipmap set is replaced with the new set; false otherwise.
Verifies that all contents of this texture are present, correct and match the capabilities of the device.
The profile identifier that defines the capabilities of the device.
Find the profile for this target platform.
The platform target for textures.
Returns true if this profile supports texture processing for this platform.
Determines if the texture format will require power-of-two dimensions and/or equal width and height.
The processor context.
The desired texture format.
True if the texture format requires power-of-two dimensions.
True if the texture format requires equal width and height.
True if the texture format requires power-of-two dimensions.
Performs conversion of the texture content to the correct format.
The processor context.
The content to be compressed.
The user requested format for compression.
If the texture has represents a sprite font, i.e. is greyscale and has sharp black/white contrast.
Provides a collection of named references to texture files.
Initializes a new instance of TextureReferenceDictionary.
Provides methods and properties for maintaining a vertex channel.
A vertex channel is a list of arbitrary data with one value for each vertex. Channels are stored inside a GeometryContent and identified by name.
Allows overriding classes to implement the list, and for properties/methods in this class to access it.
Gets the number of elements in the vertex channel
Gets the type of data contained in this channel.
Gets or sets the element at the specified index.
Gets the name of the vertex channel.
Gets a value indicating whether access to the collection is synchronized (thread safe).
Gets an object that can be used to synchronize access to the collection.
Gets a value indicating whether this list has a fixed size.
Gets a value indicating whether this object is read-only.
Creates an instance of VertexChannel.
Name of the channel.
Determines whether the specified element is in the channel.
Element being searched for.
true if the element is present; false otherwise.
Copies the elements of the channel to an array, starting at the specified index.
Array that will receive the copied channel elements.
Starting index for copy operation.
Gets an enumerator interface for reading channel content.
Enumeration of the channel content.
Gets the index of the specified item.
Item whose index is to be retrieved.
Index of specified item.
Reads channel content and automatically converts it to the specified vector format.
Target vector format of the converted data.
The converted data.
Adds a new element to the end of the collection.
The element to add.
Index of the element.
Removes all elements from the collection.
Inserts an element into the collection at the specified position.
Index at which to insert the element.
The element to insert.
Inserts the range of values from the enumerable into the channel.
The zero-based index at which the new elements should be inserted.
The data to insert into the channel.
Removes a specified element from the collection.
The element to remove.
Removes the element at the specified index position.
Index of the element to remove.
Removes a range of values from the channel.
The zero-based starting index of the range of elements to remove.
The number of elements to remove.
Provides methods and properties for managing a list of vertex data channels.
Gets the number of vertex channels in the collection.
Gets or sets the vertex channel at the specified index position.
Gets or sets the vertex channel with the specified name.
Determines whether the collection is read-only.
Creates an instance of VertexChannelCollection.
The VertexContent object that owns this collection.
Adds a new vertex channel to the end of the collection.
Type of the channel.
Name of the new channel.
Initial data for the new channel. If null, the channel is filled with the default value for that type.
The newly added vertex channel.
Adds a new vertex channel to the end of the collection.
Name of the new channel.
Type of data to be contained in the new channel.
Initial data for the new channel. If null, the channel is filled with the default value for that type.
The newly added vertex channel.
Removes all vertex channels from the collection.
Determines whether the collection contains the specified vertex channel.
Name of the channel being searched for.
true if the channel was found; false otherwise.
Determines whether the collection contains the specified vertex channel.
The channel being searched for.
true if the channel was found; false otherwise.
Converts the channel, at the specified index, to another vector format.
Type of the target format. Can be one of the following: Single, Vector2, Vector3, Vector4, IPackedVector
Index of the channel to be converted.
New channel in the specified format.
Converts the channel, specified by name to another vector format.
Type of the target format. Can be one of the following: Single, Vector2, Vector3, Vector4, IPackedVector
Name of the channel to be converted.
New channel in the specified format.
Gets the vertex channel with the specified index and content type.
Type of a vertex channel.
Index of a vertex channel.
The vertex channel.
Gets the vertex channel with the specified name and content type.
Type of the vertex channel.
Name of a vertex channel.
The vertex channel.
Gets an enumerator that iterates through the vertex channels of a collection.
Enumerator for the collection.
Determines the index of a vertex channel with the specified name.
Name of the vertex channel being searched for.
Index of the vertex channel.
Determines the index of the specified vertex channel.
Vertex channel being searched for.
Index of the vertex channel.
Inserts a new vertex channel at the specified position.
Type of the new channel.
Index for channel insertion.
Name of the new channel.
The new channel.
The inserted vertex channel.
Inserts a new vertex channel at the specified position.
Index for channel insertion.
Name of the new channel.
Type of the new channel.
Initial data for the new channel. If null, it is filled with the default value.
The inserted vertex channel.
Removes the specified vertex channel from the collection.
Name of the vertex channel being removed.
true if the channel was removed; false otherwise.
Removes the specified vertex channel from the collection.
The vertex channel being removed.
true if the channel was removed; false otherwise.
Removes the vertex channel at the specified index position.
Index of the vertex channel being removed.
Adds a new vertex channel to the collection.
Vertex channel to be added.
Copies the elements of the collection to an array, starting at the specified index.
The destination array.
The index at which to begin copying elements.
Inserts an item at the specified index.
The zero-based index at which item should be inserted.
The item to insert.
Returns an enumerator that iterates through a collection.
An object that can be used to iterate through the collection.
Provides methods and properties for maintaining a vertex channel.
This is a generic implementation of VertexChannel and, therefore, can handle strongly typed content data.
Gets the strongly-typed list for the base class to access.
Gets the type of data contained in this channel.
Gets or sets the element at the specified index.
true if this object is read-only; false otherwise.
Creates an instance of VertexChannel.
Name of the channel.
Determines whether the specified element is in the channel.
Element being searched for.
true if the element is present; false otherwise.
Copies the elements of the channel to an array, starting at the specified index.
Array that will receive the copied channel elements.
Starting index for copy operation.
Gets an enumerator interface for reading channel content.
Enumeration of the channel content.
Gets the index of the specified item.
Item whose index is to be retrieved.
Index of specified item.
Inserts the range of values from the enumerable into the channel.
The zero-based index at which the new elements should be inserted.
The data to insert into the channel.
Reads channel content and automatically converts it to the specified vector format.
Target vector format for the converted channel data.
The converted channel data.
Adds a new element to the end of the collection.
The element to add.
Removes all elements from the collection.
Removes a specified element from the collection.
The element to remove.
true if the channel was removed; false otherwise.
Inserts an element into the collection at the specified position.
Index at which to insert the element.
The element to insert.
Removes the element at the specified index position.
Index of the element to remove.
Removes a range of values from the channel.
The zero-based starting index of the range of elements to remove.
The number of elements to remove.
Provides properties for managing a collection of vertex channel names.
A lookup for the TryDecodeUsage method.
Gets the name of a binormal vector channel with the specified index.
This will typically contain Vector3 data.
Zero-based index of the vector channel being retrieved.
Name of the retrieved vector channel.
Gets the name of a color channel with the specified index.
This will typically contain Vector3 data.
Zero-based index of the color channel being retrieved.
Name of the retrieved color channel.
Gets a channel base name stub from the encoded string format.
Encoded string to be decoded.
Extracted base name.
Gets a channel usage index from the encoded format.
Encoded name to be decoded.
Resulting channel usage index.
Combines a channel name stub and usage index into a string name.
A channel base name stub.
A channel usage index.
Resulting encoded name.
Combines a vertex declaration usage and usage index into a string name.
A vertex declaration.
An index for the vertex declaration.
Resulting encoded name.
Gets the name of the primary normal channel.
This will typically contain Vector3 data.
Primary normal channel name.
Gets the name of a normal channel with the specified index.
This will typically contain Vector3 data.
Zero-based index of the normal channel being retrieved.
Normal channel at the specified index.
Gets the name of a tangent vector channel with the specified index.
This will typically contain Vector3 data.
Zero-based index of the tangent vector channel being retrieved.
Name of the retrieved tangent vector channel.
Gets the name of a texture coordinate channel with the specified index.
This will typically contain Vector3 data.
Zero-based index of the texture coordinate channel being retrieved.
Name of the retrieved texture coordinate channel.
Gets a vertex declaration usage enumeration from the encoded string format.
Encoded name of a vertex declaration.
Value of the declaration usage for the vertex declaration.
true if the encoded name maps to a VertexElementUsage enumeration value; false otherwise.
Gets the name of the primary animation weights channel.
This will typically contain data on the bone weights for a vertex channel. For more information, see BoneWeightCollection.
Name of the primary animation weights channel.
Gets the name of an animation weights channel at the specified index.
This will typically contain data on the bone weights for a vertex channel. For more information, see BoneWeightCollection.
Index of the animation weight channel to be retrieved.
Name of the retrieved animation weights channel.
Provides methods and properties for maintaining the vertex data of a GeometryContent.
This class combines a collection of arbitrarily named data channels with a list of position indices that reference the Positions collection of the parent MeshContent.
Gets the list of named vertex data channels in the VertexContent.
Collection of vertex data channels.
Gets the list of position indices.
Position of the position index being retrieved.
This list adds a level of indirection between the actual triangle indices and the Positions member of the parent. This indirection preserves the topological vertex identity in cases where a single vertex position is used by triangles that straddle a discontinuity in some other data channel.
For example, the following code gets the position of the first vertex of the first triangle in a GeometryContent object:
parent.Positions[Vertices.PositionIndices[Indices[0]]]
Gets position data from the parent mesh object.
Collection of vertex positions for the mesh.
The collection returned from this call provides a virtualized view of the vertex positions for this batch. The collection uses the contents of the PositionIndices property to index into the parent Positions. This collection is read-only. If you need to modify any contained values, edit the PositionIndices or Positions members directly.
Number of vertices for the content.
Number of vertices.
Constructs a VertexContent instance.
Appends a new vertex index to the end of the PositionIndices collection.
Other vertex channels will automatically be extended and the new indices populated with default values.
Index into the MeshContent.Positions member of the parent.
Index of the new entry. This can be added to the Indices member of the parent.
Appends multiple vertex indices to the end of the PositionIndices collection.
Other vertex channels will automatically be extended and the new indices populated with default values.
Index into the Positions member of the parent.
Converts design-time vertex position and channel data into a vertex buffer format that a graphics device can recognize.
A packed vertex buffer.
One or more of the vertex channel types are invalid or an unrecognized name was passed to VertexElementUsage.
Inserts a new vertex index to the PositionIndices collection.
Other vertex channels will automatically be extended and the new indices populated with default values.
Vertex index to be inserted.
Position of new vertex index in the collection.
Inserts multiple vertex indices to the PositionIndices collection.
Other vertex channels will automatically be extended and the new indices populated with default values.
Vertex index to be inserted.
Position of the first element of the inserted range in the collection.
Removes a vertex index from the specified location in both PositionIndices and VertexChannel<T>.
Index of the vertex to be removed.
Removes a range of vertex indices from the specified location in both PositionIndices and VertexChannel<T>.
Index of the first vertex index to be removed.
Number of indices to remove.
Represents a compiled Effect.
Creates a new instance of the CompiledEffectContent class
The compiled effect code.
Retrieves the compiled byte code for this shader.
The compiled bytecode.
Processes a string representation to a platform-specific compiled effect.
The debug mode for compiling effects.
The debug mode to use when compiling effects.
Define assignments for the effect.
A list of define assignments delimited by semicolons.
Initializes a new instance of EffectProcessor.
Processes the string representation of the specified effect into a platform-specific binary format using the specified context.
The effect string to be processed.
Context for the specified processor.
A platform-specific compiled binary effect.
If you get an error during processing, compilation stops immediately. The effect processor displays an error message. Once you fix the current error, it is possible you may get more errors on subsequent compilation attempts.
Specifies how debugging of effects is to be supported in PIX.
Enables effect debugging when built with Debug profile.
Enables effect debugging for all profiles. Will produce unoptimized shaders.
Disables debugging for all profiles, produce optimized shaders.
Custom processor extends the SpriteFont build process to scan over the resource
strings used by the game, automatically adding whatever characters it finds in
them to the font. This makes sure the game will always have all the characters
it needs, no matter what languages it is localized into, while still producing
an efficient font that does not waste space on unnecessary characters. This is
especially useful for languages such as Japanese and Korean, which have
potentially thousands of different characters, although games typically only
use a small fraction of these. Building only the characters we need is far more
efficient than if we tried to include the entire CJK character region.
Converts a font description into SpriteFont format.
Provides methods and properties for maintaining a collection of named texture references.
In addition to texture references, opaque data values are stored in the OpaqueData property of the base class.
Gets or sets the color value to replace with transparent black.
Color value of the material to replace with transparent black.
Specifies whether color keying of a texture is enabled.
true if color keying is enabled; false otherwise.
The default effect type for this instance of MaterialProcessor.
The default effect type.
When MaterialProcessor is instantiated, DefaultEffect is set to default to BasicEffect Class.
Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced.
true if mipmap generation is enabled; false otherwise.
Specifies whether alpha premultiply of textures is enabled.
true if alpha premultiply is enabled; false otherwise.
Specifies whether resizing of a material is enabled. Typically used to maximize compatability with a graphics card because many graphics cards do not support a material size that is not a power of two. If ResizeTexturesToPowerOfTwo is enabled, the material is resized to the next largest power of two.
true if resizing is enabled; false otherwise.
Specifies the texture format of output materials. Materials can either be left unchanged from the source asset, converted to a corresponding Color, or compressed using the appropriate DxtCompressed format.
The texture format of the output.
Initializes a new instance of the MaterialProcessor class.
Builds effect content.
An external reference to the effect content.
Context for the specified processor.
A platform-specific compiled binary effect.
If the input to process is of type EffectMaterialContent, this function will be called to request that the EffectContent be built. The EffectProcessor is used to process the EffectContent. Subclasses of MaterialProcessor can override this function to modify the parameters used to build EffectContent. For example, a different version of this function could request a different processor for the EffectContent.
Builds texture content.
The name of the texture. This should correspond to the key used to store the texture in Textures.
The asset to build. This should be a member of Textures.
Context for the specified processor.
The built texture content.
textureName can be used to determine which processor to use. For example, if a texture is being used as a normal map, the user may not want to use the ModelTextureProcessor on it, which compresses textures.
Builds the texture and effect content for the material.
The material content to build.
Context for the specified processor.
The built material.
If the MaterialContent is of type EffectMaterialContent, a build is requested for Effect, and validation will be performed on the OpaqueData to ensure that all parameters are valid input to SetValue or SetValueTranspose. If the MaterialContent is a BasicMaterialContent, no validation will be performed on OpaqueData. Process requests builds for all textures in Textures, unless the MaterialContent is of type BasicMaterialContent, in which case a build will only be requested for DiffuseColor. The textures in Textures will be ignored.
Helper method which returns the material for a default effect.
A material.
Helper method which returns the default effect for a material.
The default effect.
Specifies the default effect type.
A BasicEffect Class effect.
A SkinnedEffect Class effect.
An EnvironmentMapEffect Class effect.
A DualTextureEffect Class effect.
An AlphaTestEffect Class effect.
Returns each element of a tree structure in hierarchical order.
The enumerated type.
The enumeration to traverse.
A function which returns the children of the element.
An IEnumerable whose elements are in tree structure heriarchical order.
Returns an enumerable from a single element.
As the name implies, this processor simply passes data through as-is.
Represents a processed Song object.
Creates a new instance of the SongContent class
Filename of the song
Duration of the song
A custom song processor that processes an intermediate AudioContent type. This type encapsulates the source audio content, producing a Song type that can be used in the game.
Gets or sets the target format quality of the audio content.
The ConversionQuality of this audio data.
Initializes a new instance of SongProcessor.
Builds the content for the source audio.
The audio content to build.
Context for the specified processor.
The built audio.
Represents a processed sound effect.
Initializes a new instance of the SoundEffectContent class.
The WAV header.
The audio waveform data.
The start of the loop segment (must be block aligned).
The length of the loop segment (must be block aligned).
The duration of the wave file in milliseconds.
A sound effect processor that processes an intermediate AudioContent type. This type encapsulates the source audio content, producing a SoundEffect type that can be used in the game.
Gets or sets the target format quality of the audio content.
The ConversionQuality of this audio data.
Initializes a new instance of SoundEffectProcessor.
Builds the content for the source audio.
The audio content to build.
Context for the specified processor.
The built audio.
Specifies the target output (of type SurfaceFormat) of the texture processor. Used by TextureProcessor.TextureFormat.
The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays.
The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture
contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This
conversion reduces the resource's size on the graphics card. Typically used for 3D textures such as 3D model textures.
The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool.
The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate compressed format for the target platform.
This can include PVRTC for iOS, DXT for desktop, Windows 8 and Windows Phone 8, and ETC1 or BGRA4444 for Android.
The pixel depth of the input texture is reduced to BGR565 for opaque textures, otherwise it uses BGRA4444.
The input texture is compressed using ETC1 texture compression. Used on Android platforms.
The input texture is compressed using PVR texture compression. Used on iOS and some Android platforms.
The input texture is compressed using ATI texture compression. Used on some Android platforms.
Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data.
This type directly corresponds to the runtime VertexBuffer class, and when a VertexBufferContent object is passed to the content compiler, the vertex data deserializes directly into a VertexBuffer at runtime. VertexBufferContent objects are not directly created by importers. The preferred method is to store vertex data in the more flexible VertexContent class.
Gets the array containing the raw bytes of the packed vertex data. Use this method to get and set the contents of the vertex buffer.
Raw data of the packed vertex data.
Gets and sets the associated VertexDeclarationContent object.
The associated VertexDeclarationContent object.
Initializes a new instance of VertexBufferContent.
Initializes a new instance of VertexBufferContent of the specified size.
The size of the vertex buffer content, in bytes.
Gets the size of the specified type, in bytes.
The type.
The size of the specified type, in bytes.
Call this method to compute offset parameters for the Write method. If the specified
data type cannot be packed into a vertex buffer—for example, if type is not a valid value type—a
NotSupportedException is thrown.
type is not a valid value type
Writes additional data into the vertex buffer. Writing begins at the specified byte offset, and each value is spaced according to the specified stride value (in bytes).
Type being written.
Offset to begin writing at.
Stride of the data being written, in bytes.
Enumerated collection of data.
The specified data type cannot be packed into a vertex buffer.
Writes additional data into the vertex buffer. Writing begins at the specified byte offset, and each value is spaced according to the specified stride value (in bytes).
Offset at which to begin writing.
Stride of the data being written, in bytes.
The type of data to be written.
The data to write.
The specified data type cannot be packed into a vertex buffer.
Provides methods and properties for maintaining the vertex declaration data of a VertexContent.
Gets the VertexElement object of the vertex declaration.
The VertexElement object of the vertex declaration.
The number of bytes from one vertex to the next.
The stride (in bytes).
Initializes a new instance of VertexDeclarationContent.
Writes the array value to the output.
Writes the boolean value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the BoundingBox value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the BoundingFrustum value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the BoundingSphere value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Base class for the built-in content type writers where the content type is the same as the runtime type.
The content type being written.
Writes the value to the output.
The output writer object.
The value to write to the output.
Gets the assembly qualified name of the runtime loader for this type.
Name of the platform.
Name of the runtime loader.
Writes the unsigned byte value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the character value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Color value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Provides methods for writing compiled binary format.
Initializes a new instance of ContentCompiler.
Iterates through all loaded assemblies and finds the content type writers.
Retrieves the worker writer for the specified type.
The type.
The worker writer.
This should be called from the ContentTypeWriter.Initialize method.
Write the content to a XNB file.
The stream to write the XNB file to.
The content to write to the XNB file.
The platform the XNB is intended for.
The graphics profile of the target.
True if the content should be compressed.
The root directory of the content.
The path of the XNB file, used to calculate relative paths for external references.
Provides methods and properties for compiling a specific managed type into a binary format.
Determines if deserialization into an existing object is possible.
true if the object can be deserialized into; false otherwise.
Gets the type handled by this compiler component.
The type handled by this compiler component.
Gets a format version number for this type.
A format version number for this type.
Initializes a new instance of the ContentTypeWriter class.
Gets the assembly qualified name of the runtime loader for this type.
Name of the platform.
Name of the runtime loader.
Gets the assembly qualified name of the runtime target type. The runtime target type often matches the design time type, but may differ.
The target platform.
The qualified name.
Retrieves and caches nested type writers and allows for reflection over the target data type. Called by the framework at creation time.
The content compiler.
Allows type writers to add their element type writers to the content writer.
The content writer.
Indicates whether a given type of content should be compressed.
The target platform of the content build.
The object about to be serialized, or null if a collection of objects is to be serialized.
true if the content of the requested type should be compressed; false otherwise.
This base class implementation of this method always returns true. It should be overridden
to return false if there would be little or no useful reduction in size of the content type's data
from a general-purpose lossless compression algorithm.
The implementations for Song Class and SoundEffect Class data return false because data for these
content types is already in compressed form.
Compiles an object into binary format.
The content writer serializing the value.
The resultant object.
Identifies the components of a type writer. Custom content writers must apply this attribute to their class as well as extend the ContentTypeWriter class.
Initializes a new instance of the ContentTypeWriterAttribute class.
Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format.
The type to write
This is a generic implementation of ContentTypeWriter and, therefore, can handle strongly typed content data.
Initializes a new instance of the ContentTypeWriter class.
Compiles a strongly typed object into binary format.
The content writer serializing the value.
The value to write.
Compiles a strongly typed object into binary format.
The content writer serializing the value.
The value to write.
Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest.
A new ContentWriter is constructed for each compilation operation.
Gets the content build target platform.
Gets or sets the target graphics profile.
Creates a new instance of ContentWriter.
The compiler object that created this writer.
The stream to write the XNB file to.
The platform the XNB is intended for.
The graphics profile of the target.
True if the content should be compressed.
The root directory of the content.
The path of the XNB file, used to calculate relative paths for external references.
Releases the resources used by the IDisposable class.
true to release both managed and unmanaged resources; false to release only unmanaged resources.
All content has been written, so now finalize the header, footer and anything else that needs finalizing.
Write the table of content type writers.
Write the header to the output stream.
Write all shared resources at the end of the file.
Compress the stream and write it to the output.
The stream to compress and write to the output.
true if the write succeeds
Write the uncompressed stream to the output.
The stream to write to the output.
true if the write succeeds
Gets a ContentTypeWriter for the given type.
The type of the object to write.
The ContentTypeWriter for the type.
Writes the name of an external file to the output binary.
The type of reference.
External reference to a data file for the content item.
Writes a single object preceded by a type identifier to the output binary.
The type of value.
The value to write.
This method can be called recursively with a null value.
Writes a single object to the output binary, using the specified type hint and writer worker.
The type of value.
The value to write.
The content type writer.
The type hint should be retrieved from the Initialize method of the ContentTypeWriter
that is calling WriteObject, by calling GetTypeWriter and passing it the type of the field used
to hold the value being serialized.
Writes a single object to the output binary as an instance of the specified type.
The type of value.
The value to write.
If you specify a base class of the actual object value only data from this base type
will be written. This method does not write any type identifier so it cannot support null or
polymorphic values, and the reader must specify an identical type while loading the compiled data.
Writes a single object to the output binary using the specified writer worker.
The type of value.
The value to write.
The writer worker. This should be looked up from the Initialize method
of the ContentTypeWriter that is calling WriteRawObject, by calling GetTypeWriter.
WriteRawObject does not write any type identifier, so it cannot support null or polymorphic
values, and the reader must specify an identical type while loading the compiled data.
Adds a shared reference to the output binary and records the object to be serialized later.
The type of value.
The object to record.
Writes a Color value.
Value of a color using Red, Green, Blue, and Alpha values to write.
Writes a Matrix value.
Value to write.
Writes a Matrix value.
Value to write.
Writes a Vector2 value.
Value to write.
Writes a Vector3 value.
Value to write.
Writes a Vector4 value.
Value to write.
Writes a BoundingSphere value.
Value to write.
Writes a Rectangle value.
Value to write.
Helper for checking if a type can be deserialized into an existing object.
The type to check.
True if the type can be deserialized into an existing object.
Writes the Curve value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the DateTime value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the decimal value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the dictionary to the output.
Writes the double precision floating point value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the enum value to the output. Usually 32 bit, but can be other sizes if T is not integer.
The enum type to write.
Writes the external reference to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the signed short value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the signed integer value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the signed long value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the list to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Matrix value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the array value to the output.
Writes the nullable value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Plane value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Point value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Quaternion value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Ray value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Rectangle value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the signed byte value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the single precision floating point value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Gets the assembly qualified name of the runtime loader for this type.
Name of the platform.
Name of the runtime loader.
Gets the assembly qualified name of the runtime target type. The runtime target type often matches the design time type, but may differ.
The target platform.
The qualified name.
Indicates whether a given type of content should be compressed.
The target platform of the content build.
The object about to be serialized, or null if a collection of objects is to be serialized.
true if the content of the requested type should be compressed; false otherwise.
This base class implementation of this method always returns true. It should be overridden
to return false if there would be little or no useful reduction in size of the content type's data
from a general-purpose lossless compression algorithm.
The implementations for Song Class and SoundEffect Class data return false because data for these
content types is already in compressed form.
Writes the string value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the TimeSpan value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the unsigned short value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the unsigned integer value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the unsigned long value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Vector2 value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Vector3 value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Writes the Vector4 value to the output.
Writes the value to the output.
The output writer object.
The value to write to the output.
Used to identify custom ContentTypeSerializer classes.
Initializes an instance of the ContentTypeSerializerAttribute.
Reads the next type in the
According to the examples on Sean Hargreaves' blog, explicit types
can also specify the type aliases from C#. This maps those names
to the actual .NET framework types for parsing.
Maps "ShortName:" -> "My.Namespace.LongName." for type lookups.
Builds a lookup table from a short name to the full namespace.
Finds the type in any assembly loaded into the AppDomain.
Gets the (potentially) aliased name for any type.
Returns the name of the type, without the namespace.
For generic types, we add the type parameters in square brackets.
i.e. List<int> becomes List[int]
Maps "My.Namespace.LongName" -> "ShortName" for type lookups.
Returns just the portion relative to .
For example, given namespaceParent=Foo.Bar and @namespace=Foo.Bar.Baz, will return Baz.
Provides a collection of child objects for a content item.
Links from a child object to its parent are maintained as the collection contents are modified.
Creates an instance of ChildCollection.
Parent object of the child objects returned in the collection.
Removes all children from the collection.
Gets the parent of a child object.
The child of the parent being retrieved.
The parent of the child object.
Inserts a child object into the collection at the specified location.
The position in the collection.
The child object being inserted.
Removes a child object from the collection.
The index of the item being removed.
Modifies the value of the child object at the specified location.
The index of the child object being modified.
The new value for the child object.
Modifies the value of the parent object of the specified child object.
The child of the parent being modified.
The new value for the parent object.
Provides methods for reporting informational messages or warnings from content importers and processors.
Do not use this class to report errors. Instead, report errors by throwing a PipelineException or InvalidContentException.
Gets or sets the base reference path used when reporting errors during the content build process.
Initializes a new instance of ContentBuildLogger.
Returns the relative path to the filename from the root directory.
The target filename.
The root directory. If not specified, the current directory is used.
The relative path.
Gets the filename currently being processed, for use in warning and error messages.
Identity of a content item. If specified, GetCurrentFilename uses this value to refine the search. If no value is specified, the current PushFile state is used.
Name of the file being processed.
Outputs a high-priority status message from a content importer or processor.
Message being reported.
Arguments for the reported message.
Outputs a low priority status message from a content importer or processor.
Message being reported.
Arguments for the reported message.
Outputs a warning message from a content importer or processor.
Link to an existing online help topic containing related information.
Identity of the content item that generated the message.
Message being reported.
Arguments for the reported message.
Outputs a message indicating that a content asset has completed processing.
Outputs a message indicating that a content asset has begun processing.
All logger warnings or error exceptions from this time forward to the next PopFile call refer to this file.
Name of the file containing future messages.
Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine from what directory the asset was originally loaded.
Gets or sets the specific location of the content item within the larger source file.
Gets or sets the file name of the asset source.
Gets or sets the creation tool of the asset.
Initializes a new instance of ContentIdentity.
Initializes a new instance of ContentIdentity with the specified values.
The absolute path to the file name of the asset source.
Initializes a new instance of ContentIdentity with the specified values.
The absolute path to the file name of the asset source.
The name of the digital content creation (DCC) tool that created the asset.
Initializes a new instance of ContentIdentity with the specified values.
The absolute path to the file name of the asset source.
The name of the digital content creation (DCC) tool that created the asset.
Specific location of the content item within the larger source file. For example, this could be a line number in the file.
Implements a file format importer for use with game assets.
Importers, either provided by the framework or written by a developer, must derive from ContentImporter, as well as being marked with a ContentImporterAttribute.
An importer should produce results in the standard intermediate object model. If an asset has information not supported by the object model, the importer should output it as opaque data (key/value attributes attached to the relevant object). By following this procedure, a content pipeline can access specialized digital content creation (DCC) tool information, even when that information has not been fully standardized into the official object model.
You can also design custom importers that accept and import types containing specific third-party extensions to the object model.
Initializes a new instance of ContentImporter.
Called by the framework when importing a game asset. This is the method called by XNA when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Called by the framework when importing a game asset. This is the method called by XNA when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information.
Importers are required to initialize this attribute.
Gets and sets the caching of the content during importation.
Gets or sets the name of the default processor for content read by this importer.
Gets or sets the string representing the importer in a user interface. This name is not used by the content pipeline and should not be passed to the BuildAssets task (a custom MSBuild task used by XNA Game Studio). It is used for display purposes only.
Gets the supported file name extensions of the importer.
Initializes a new instance of ContentImporterAttribute and sets the file name extension supported by the importer.
The list of file name extensions supported by the importer. Prefix each extension with a '.'.
Initializes a new instance of ContentImporterAttribute and sets the file name extensions supported by the importer.
The list of file name extensions supported by the importer. Prefix each extension with a '.'.
Provides properties that define logging behavior for the importer.
The absolute path to the root of the build intermediate (object) directory.
Gets the logger for an importer.
The absolute path to the root of the build output (binaries) directory.
Initializes a new instance of ContentImporterContext.
Adds a dependency to the specified file. This causes a rebuild of the file, when modified, on subsequent incremental builds.
Name of an asset file.
Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework.
Gets or sets the identity of the content item.
Gets or sets the name of the content item.
Gets the opaque data of the content item.
Initializes a new instance of ContentItem.
Provides a base class to use when developing custom processor components. All processors must derive from this class.
Initializes a new instance of the ContentProcessor class.
Processes the specified input data and returns the result.
Existing content object being processed.
Contains any required custom process parameters.
A typed object representing the processed input.
Gets the expected object type of the input parameter to IContentProcessor.Process.
Gets the object type returned by IContentProcessor.Process.
Processes the specified input data and returns the result.
Existing content object being processed.
Contains any required custom process parameters.
The processed input.
Gets any existing content processor components.
Gets or sets the string representing the processor in a user interface. This name is not used by the content pipeline and should not be passed to the BuildAssets task (a custom MSBuild task used by XNA Game Studio). It is used for display purposes only.
Initializes an instance of ContentProcessorAttribute.
Provides access to custom processor parameters, methods for converting member data, and triggering nested builds.
Gets the name of the current content build configuration.
Gets the path of the directory that will contain any intermediate files generated by the content processor.
Gets the logger interface used for status messages or warnings.
Gets the ContentIdentity representing the source asset imported.
Gets the output path of the content processor.
Gets the output file name of the content processor.
Gets the collection of parameters used by the content processor.
Gets the current content build target platform.
Gets the current content build target profile.
Initializes a new instance of ContentProcessorContext.
Adds a dependency to the specified file. This causes a rebuild of the file, when modified, on subsequent incremental builds.
Name of an asset file.
Add a file name to the list of related output files maintained by the build item. This allows tracking build items that build multiple output files.
The name of the file.
Initiates a nested build of the specified asset and then loads the result into memory.
Type of the input.
Type of the converted output.
Reference to the source asset.
Optional processor for this content.
Copy of the final converted content.
An example of usage would be a mesh processor calling BuildAndLoadAsset to build any associated textures and replace the original .tga file references with an embedded copy of the converted texture.
Initiates a nested build of the specified asset and then loads the result into memory.
Type of the input.
Type of the converted output.
Reference to the source asset.
Optional processor for this content.
Optional collection of named values available as input to the content processor.
Optional importer for this content.
Copy of the final converted content.
An example of usage would be a mesh processor calling BuildAndLoadAsset to build any associated textures and replace the original .tga file references with an embedded copy of the converted texture.
Initiates a nested build of an additional asset.
Type of the input.
Type of the output.
Reference to the source asset.
Optional processor for this content.
Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when BuildAsset returns but it will be available for loading by the game at runtime.
An example of usage for BuildAsset is being called by a mesh processor to request that any related textures used are also built, replacing the original TGA file references with new references to the converted texture files.
Initiates a nested build of an additional asset.
Type of the input.
Type of the output.
Reference to the source asset.
Optional processor for this content.
Optional collection of named values available as input to the content processor.
Optional importer for this content.
Optional name of the final compiled content.
Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when BuildAsset returns but it will be available for loading by the game at runtime.
An example of usage for BuildAsset is being called by a mesh processor to request that any related textures used are also built, replacing the original TGA file references with new references to the converted texture files.
Converts a content item object using the specified content processor.
Type of the input content.
Type of the converted output.
Source content to be converted.
Optional processor for this content.
Reference of the final converted content.
Converts a content item object using the specified content processor.
Type of the input content.
Type of the converted output.
Source content to be converted.
Optional processor for this content.
Optional parameters for the processor.
Reference of the final converted content.
Content building statistics for a single source content file.
The absolute path to the source content file.
The absolute path to the destination content file.
The content processor type name.
The content type name.
The source file size in bytes.
The destination file size in bytes.
The content build time in seconds.
A collection of content building statistics for use in diagnosing content issues.
Optionally used for copying stats that were stored in another collection.
The internal content statistics dictionary.
Get the content statistics for a source file and returns true if found.
Clears all the content statistics.
Store content building stats for a source file.
The absolute path to the source asset file.
The absolute path to the destination content file.
The type name of the content processor.
The content type object.
The build time in seconds.
Copy content building stats to the current collection from the PreviousStats.
The absolute path to the source asset file.
Load the content statistics from a folder.
The folder where the .mgstats file can be found.
Returns the content statistics or an empty collection.
Write the content statistics to a folder with the .mgstats file name.
The folder to write the .mgstats file.
Merge in statistics from PreviousStats that do not exist in this collection.
Loader class for DDS format image files.
Provides methods for reading effect (.fx) files for use in the Content Pipeline.
Initializes a new instance of EffectImporter.
Called by the XNA Framework when importing an .fx file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Specifies external references to a data file for the content item.
While the object model is instantiated, reference file names are absolute. When the file containing the external reference is serialized to disk, file names are relative to the file. This allows movement of the content tree to a different location without breaking internal links.
Gets and sets the file name of an ExternalReference.
Initializes a new instance of ExternalReference.
Initializes a new instance of ExternalReference.
The name of the referenced file.
Initializes a new instance of ExternalReference, specifying the file path relative to another content item.
The name of the referenced file.
The content that the path specified in filename is relative to.
Helper to run an external tool installed in the system. Useful for when
we don't want to package the tool ourselves (ffmpeg) or it's provided
by a third party (console manufacturer).
Returns the fully-qualified path for a command, searching the system path if necessary.
It's apparently necessary to use the full path when running on some systems.
Ensures the specified executable has the executable bit set. If the
executable doesn't have the executable bit set on Linux or Mac OS, then
Mono will refuse to execute it.
The full path to the executable.
Safely deletes the file if it exists.
The path to the file to delete.
Provides methods for reading AutoDesk (.fbx) files for use in the Content Pipeline.
Provides methods for reading .spritefont files for use in the Content Pipeline.
Initializes a new instance of FontDescriptionImporter.
Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Accesses a statically typed ContentImporter instance from generic code using dynamic typing.
Imports an asset from the specified file.
Name of the game asset file.
A ContentImporterContext class containing information for importing a game asset, such as a logger interface.
Resulting game asset.
Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data.
Gets the expected object type of the input parameter to IContentProcessor.Process.
Gets the object type returned by IContentProcessor.Process.
Processes the specified input data and returns the result.
Existing content object being processed.
Contains any required custom process parameters.
An object representing the processed input.
Thrown when errors are encountered in content during processing.
Gets or sets the identity of the content item that caused the exception.
Initializes a new instance of the InvalidContentException class
Initializes a new instance of the InvalidContentException class with information on serialization and streaming context for the related content item.
Information necessary for serialization and deserialization of the content item.
Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.
Initializes a new instance of the InvalidContentException class with the specified error message.
A message that describes the error.
Initializes a new instance of the InvalidContentException class with the specified error message and the identity of the content throwing the exception.
A message that describes the error.
Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified.
Initializes a new instance of the InvalidContentException class with the specified error message, the identity of the content throwing the exception, and a reference to the inner exception that is the cause of this exception.
A message that describes the error.
Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified.
The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception.
Initializes a new instance of the InvalidContentException class with the specified error message and a reference to the inner exception that is the cause of this exception.
A message that describes the error.
The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception.
When overridden in a derived class, returns information about the exception.
In addition to the base behavior, this method provides serialization functionality.
Information necessary for serialization and deserialization of the content item.
Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.
A helper for collecting instances of a particular type
by scanning the types in loaded assemblies.
Provides methods for reading MP3 audio files for use in the Content Pipeline.
Initializes a new instance of Mp3Importer.
Called by the XNA Framework when importing an MP3 audio file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Initializes an instance of NamedValueDictionary.
Adds the specified key and value to the dictionary.
Identity of the key of the new data pair.
The value of the new data pair.
Determines whether the specified key is present in the dictionary.
Identity of a key.
Gets all keys contained in the dictionary.
Removes the specified key and value from the dictionary.
Identity of the key to be removed.
true if the value is present; false otherwise.
Gets the value associated with the specified key.
Identity of the key of the element whose value is to be retrieved.
The current value of the element.
true if the value is present; false otherwise.
Specifies the type hint for the intermediate serializer. Values of this type do not store an explicit type attribute in the related XML source.
Gets all values contained in the dictionary.
Gets or sets the specified item.
Identity of a key.
Adds an item to the collection.
The item to add to the collection.
Removes all keys and values from the dictionary.
Determines whether the collection contains a specific value.
The object to locate in the collection.
true if the collection contains the object; false otherwise.
Copies the elements of the collection to an array, starting at a specified index.
The destination array.
The index at which to begin the copy.
Gets the number of items in the dictionary.
Gets a value indicating if this object is read-only.
Removes the first occurrence of the specified object from the collection.
The item to remove from the collection.
true if the item was successfully removed from the collection; false otherwise.
Gets an enumerator that iterates through items in a dictionary.
Enumerator for iterating through the dictionary.
Returns an enumerator that can iterate through this collection.
An enumerator that can iterate through this collection
Adds an element to the dictionary.
Identity of the key of the new element.
The value of the new element.
Removes all elements from the dictionary.
Removes the specified element from the dictionary.
Identity of the key of the data pair to be removed.
true if the value is present; false otherwise.
Modifies the value of an existing element.
Identity of the element to be modified.
The value to be set.
Provides methods for reading .ogg audio files for use in the Content Pipeline.
Called by the XNA Framework when importing an ogg audio file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Get the value for the specified key
The key of the item to retrieve.
The default value to return if the key does not exist.
The item cast as T, or the default value if the item is not present in the dictonary.
Defines the frame for local scale/rotation/translation of FBX nodes.
The transformation pivot defines the frame for local scale/rotation/translation. The
local transform of a node is:
Local Transform = Translation * RotationOffset * RotationPivot * PreRotation
* Rotation * PostRotation * RotationPivotInverse * ScalingOffset
* ScalingPivot * Scaling * ScalingPivotInverse
where the matrix multiplication order is right-to-left.
3ds max uses three additional transformations:
Local Transform = Translation * Rotation * Scaling
* GeometricTranslation * GeometricRotation * GeometricScaling
Transformation pivots are stored per FBX node. When Assimp hits an FBX node with
a transformation pivot it generates additional nodes named
OriginalName_$AssimpFbx$_TransformName
where TransformName is one of:
Translation, RotationOffset, RotationPivot, PreRotation, Rotation, PostRotation,
RotationPivotInverse, ScalingOffset, ScalingPivot, Scaling, ScalingPivotInverse,
GeometricTranslation, GeometricRotation, GeometricScaling
Default constructor.
This disables some Assimp model loading features so that
the resulting content is the same as what the XNA FbxImporter
Converts all Assimp s to standard XNA compatible s.
Returns all the Assimp features as a .
Converts all Assimp nodes to XNA nodes. (Nodes representing bones are excluded!)
Converts the specified node and all descendant nodes.
The node.
The parent node. Can be .
The node converted to XNA.
The XNA .
It may be necessary to skip certain "preserve pivot" nodes in the hierarchy. The
converted node needs to be relative to , not node.Parent.
Identifies the nodes that represent bones and stores the bone offset matrices.
Finds the deformation bones (= bones attached to meshes).
The scene.
A dictionary of all deformation bones and their offset matrices.
Finds the root bone of a specific bone in the skeleton.
The scene.
The name of a bone in the skeleton.
The root bone.
Imports the skeleton including all skeletal animations.
Converts the specified node and all descendant nodes to XNA bones.
The node.
The parent node.
The node converted to XNA.
The XNA .
Converts the specified animation to XNA.
The animation.
An optional filter.
The animation converted to XNA.
Copies the current node and all descendant nodes into a list.
The current node.
The list.
Gets the transform of node relative to a specific ancestor node.
The node.
The ancestor node. Can be .
The relative transform. If is the
absolute transform of is returned.
Gets the animation name without the "AnimStack::" part.
The mangled animation name.
The original animation name.
Gets the node name without the "_$AssimpFbx$" part.
The mangled node name.
The original node name.
Implements a scanner object containing the available importers and processors for an application. Designed for internal use only.
Gets the list of error messages produced by the last call to Update.
Gets a dictionary that maps importer names to their associated metadata attributes.
Gets the names of all available importers.
Gets a dictionary that maps importer names to the fully qualified name of their return types.
Gets a dictionary that maps processor names to their associated metadata attributes.
Gets a dictionary that maps processor names to the fully qualified name of supported input types.
Gets the names of all available processors.
Gets a dictionary that maps processor names to the fully qualified name of their output types.
A collection of supported processor parameters.
Initializes a new instance of PipelineComponentScanner.
Updates the scanner object with the latest available assembly states.
Enumerated list of available assemblies.
true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call.
Updates the scanner object with the latest available assembly states.
Enumerated list of available assemblies.
Enumerated list of dependent assemblies.
true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call.
Thrown when errors are encountered during a content pipeline build.
Creates an instance of PipelineException.
Creates an instance of PipelineException with information on serialization and streaming context for the related content item.
Information necessary for serialization and deserialization of the content item.
Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.
Initializes a new instance of the PipelineException class with the specified error message.
A message that describes the error.
Initializes a new instance of the PipelineException class with the specified error message and a reference to the inner exception that is the cause of this exception.
A message that describes the error.
The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception.
Initializes a new instance of the PipelineException class with the specified error message.
A message that describes the error.
Array of strings specifying message-related arguments.
Represents a processor parameter. Processor parameters are automatically discovered by the content pipeline. Therefore, only custom processor developers should use this class directly.
Default value of the processor parameter.
Description of the parameter, as specified by the [Description] attribute.
Name of the parameter displayed in the designer, as specified by the [DisplayName] attribute.
Gets a value indicating whether the parameter is an enumeration.
Available options for enumerated type parameters. For parameters of other types, this value is null.
Name of the property, as defined in the C# code.
Type of the parameter.
Constructs a ProcessorParameter instance.
The info for the property.
Represents a collection of processor parameters, usually for a single processor. This class is primarily designed for internal use or for custom processor developers.
Constructs a new ProcessorParameterCollection instance.
The parameters in the collection.
Identifiers for the target platform.
All desktop versions of Windows using DirectX.
Xbox 360 video game and entertainment system
Apple iOS-based devices (iPod Touch, iPhone, iPad)
(MonoGame)
Android-based devices
(MonoGame)
All desktop versions using OpenGL.
(MonoGame)
Apple Mac OSX-based devices (iMac, MacBook, MacBook Air, etc)
(MonoGame)
Windows Store App
(MonoGame)
Google Chrome Native Client
(MonoGame)
Sony PlayStation Mobile (PS Vita)
(MonoGame)
Windows Phone 8
(MonoGame)
Raspberry Pi
(MonoGame)
Sony PlayStation4
PlayStation Vita
Xbox One
Nintendo Switch
Deserialize legacy Platforms from .MGCB files.
Provides methods for reading texture files for use in the Content Pipeline.
Initializes a new instance of TextureImporter.
Called by the XNA Framework when importing a texture file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Expands images to have an alpha channel and swaps red and blue channels
Image to process
Type of the image for the procedure
Switches the red and blue channels
image
Provides a base class for all video objects.
Gets the bit rate for this video.
Gets the duration of this video.
Gets or sets the file name for this video.
Gets the frame rate for this video.
Gets the height of this video.
Gets or sets the type of soundtrack accompanying the video.
Gets the width of this video.
Initializes a new copy of the VideoContent class for the specified video file.
The file name of the video to import.
Immediately releases the unmanaged resources used by this object.
Provides methods for reading .wav audio files for use in the Content Pipeline.
Called by the XNA Framework when importing a .wav audio file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
This importer supports PCM in unsigned 8-bit, signed 16-bit, signed 24-bit, IEEE Float 32-bit, MS-ADPCM or IMA/ADPCM with sample rates from 8KHz up to 48KHz.
Provides methods for reading Windows Media Audio (.wma) files for use in the Content Pipeline.
Initializes a new instance of WmaImporter.
Called by the XNA Framework when importing a .wma file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Provides methods for reading Windows Media Video (.wmv) files for use in the Content Pipeline.
Initializes a new instance of WmvImporter.
Called by the XNA Framework when importing a .wmv file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Provides methods for reading DirectX Object (.x) files for use in the Content Pipeline.
Initializes a new instance of XImporter.
Called by the XNA Framework when importing a .x file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
Resulting game asset.
Implements an importer for reading intermediate XML files. This is a wrapper around IntermediateSerializer.
Called by the XNA Framework when importing an intermediate file to be used as a game
asset. This is the method called by the XNA Framework when an asset is to be imported
into an object that can be recognized by the Content Pipeline.
Name of a game asset file.
Contains information for importing a game asset, such as a logger interface.
The imported game asset.
Helper class used by PixelBitmapContent.TryCopyFrom and TryCopyTo to convert between non-PackedValue types and Vector4.
Unsafe LZ4 codec.
Memory usage formula : N->2^N Bytes (examples : 10 -> 1KB; 12 -> 4KB ; 16 -> 64KB; 20 -> 1MB; etc.)
Increasing memory usage improves compression ratio
Reduced memory usage can improve speed, due to cache effect
Default value is 14, for 16KB, which nicely fits into Intel x86 L1 cache
Decreasing this value will make the algorithm skip faster data segments considered "incompressible"
This may decrease compression ratio dramatically, but will be faster on incompressible data
Increasing this value will make the algorithm search more before declaring a segment "incompressible"
This could improve compression a bit, but will be slower on incompressible data
The default value (6) is recommended
Gets maximum the length of the output.
Length of the input.
Maximum number of bytes needed for compressed buffer.
Copies block of memory.
The source.
The destination.
The length (in bytes).
Copies block of memory.
The destination.
The length (in bytes).
The value.
Encodes the specified input.
The input.
The output.
Length of the input.
Length of the output.
Number of bytes written.
Encodes the specified input.
The input.
The input offset.
Length of the input.
The output.
The output offset.
Length of the output.
Number of bytes written.
Encodes the specified input.
The input.
The input offset.
Length of the input.
Compressed buffer.
Decodes the specified input.
The input.
Length of the input.
The output.
Length of the output.
Set it to true if output length is known.
Number of bytes written.
Decodes the specified input.
The input.
The input offset.
Length of the input.
The output.
The output offset.
Length of the output.
Set it to true if output length is known.
Number of bytes written.
Decodes the specified input.
The input.
The input offset.
Length of the input.
Length of the output.
Decompressed buffer.
Encodes the specified input.
The input.
The output.
Length of the input.
Length of the output.
Number of bytes written.
Encodes the specified input.
The input.
The input offset.
Length of the input.
The output.
The output offset.
Length of the output.
Number of bytes written.
Encodes the specified input.
The input.
The input offset.
Length of the input.
Compressed buffer.
Decodes the specified input.
The input.
Length of the input.
The output.
Length of the output.
Set it to true if output length is known.
Number of bytes written.
Decode64s the specified input.
The input.
The input offset.
Length of the input.
The output.
The output offset.
Length of the output.
Set it to true if output length is known.
Number of bytes written.
Decode64s the specified input.
The input.
The input offset.
Length of the input.
Length of the output.
Decompressed buffer.
Encodes the specified input using HC codec.
The input.
The input offset.
Length of the input.
The output.
The output offset.
Length of the output.
Number of bytes written. NOTE: when output buffer is too small it returns negative value.
Encodes the specified input using HC codec.
The input.
The input offset.
Length of the input.
Buffer with compressed data (NOTE: it can be bigger than input).
Encodes the specified input using HC codec.
The input.
The input offset.
Length of the input.
The output.
The output offset.
Length of the output.
Number of bytes written. NOTE: when output buffer is too small it returns negative value.
Encodes the specified input using HC codec.
The input.
The input offset.
Length of the input.
Buffer with compressed data (NOTE: it can be bigger than input).
Checks deletes a file from disk without throwing exceptions.
The/universal/standard/directory/seperator.
Returns a path string normalized to the/universal/standard.
Returns a directory path string normalized to the/universal/standard
with a trailing seperator.
Returns a path string normalized to the\Windows\standard.
Returns a path relative to the base path.
The path to make relative to. Must end with directory seperator.
The path to be made relative to the basePath.
The relative path or the original string if it is not absolute or cannot be made relative.
Absolute path to the source file.
The date/time stamp of the source file.
Absolute path to the output file.
The date/time stamp of the destination file.
The date/time stamp of the DLL containing the importer.
The date/time stamp of the DLL containing the processor.
Gets or sets the dependencies.
The dependencies.
Dependencies are extra files that are required in addition to the .
Dependencies are added using . Changes
to the dependent file causes a rebuilt of the content.
Gets or sets the additional (nested) assets.
The additional (nested) assets.
Additional assets are built by using an and calling
or .
Examples: The mesh processor may build textures and effects in addition to the mesh.
Gets or sets the related output files.
The related output files.
Related output files are non-XNB files that are included in addition to the XNB files.
Related output files need to be copied to the output folder by a content processor and
registered by calling .
The current target graphics profile for which all content is built.
The current target platform for which all content is built.
The build configuration passed thru to content processors.
Gets or sets if the content is compressed.
If true exceptions thrown from within an importer or processor are caught and then
thrown from the context. Default value is true.
Gets the default values for the content processor parameters.
The name of the content processor.
A dictionary containing the default value for each parameter. Returns
if the content processor has not been created yet.
Stores the pipeline build event (in memory) if no matching event is found.
The pipeline build event.
Gets an automatic asset name, such as "AssetName_0".
The source file name.
The name of the content importer. Can be .
The name of the content processor. Can be .
The processor parameters. Can be .
The asset name.
Determines whether the specified list contains a matching pipeline build event.
The list of pipeline build events.
Absolute path to the output file. Can be .
The name of the content importer. Can be .
The name of the content processor. Can be .
The processor parameters. Can be .
The matching pipeline build event, or .
Gets the asset name including a suffix, such as "_0". (The number is incremented
automatically.
The asset name without suffix (relative to output folder).
The asset name with suffix.
Determines whether the specified asset name is already used.
The asset name (relative to output folder).
if the asset name is already used; otherwise,
if the name is available.
Helper for serializing color types with the XmlSerializer.
The shared state definition table.
Writes the effect for loading later.
The index to the constant buffers which are
required by this shader at runtime.
_INCL_MOJOSHADER_H_ ->
Error generating expression: Value cannot be null.
Parameter name: node
_INCL_MOJOSHADER_VERSION_H_ ->
Error generating expression: Value cannot be null.
Parameter name: node
MOJOSHADER_VERSION -> 1111
MOJOSHADER_CHANGESET -> "hg-1111:91a6af79b5e4"
MOJOSHADER_POSITION_NONE -> (-3)
MOJOSHADER_POSITION_BEFORE -> (-2)
MOJOSHADER_POSITION_AFTER -> (-1)
MOJOSHADER_PROFILE_D3D -> "d3d"
MOJOSHADER_PROFILE_BYTECODE -> "bytecode"
MOJOSHADER_PROFILE_GLSL -> "glsl"
MOJOSHADER_PROFILE_GLSL120 -> "glsl120"
MOJOSHADER_PROFILE_ARB1 -> "arb1"
MOJOSHADER_PROFILE_NV2 -> "nv2"
MOJOSHADER_PROFILE_NV3 -> "nv3"
MOJOSHADER_PROFILE_NV4 -> "nv4"
MOJOSHADER_SRC_PROFILE_HLSL_VS_1_1 -> "hlsl_vs_1_1"
MOJOSHADER_SRC_PROFILE_HLSL_VS_2_0 -> "hlsl_vs_2_0"
MOJOSHADER_SRC_PROFILE_HLSL_VS_3_0 -> "hlsl_vs_3_0"
MOJOSHADER_SRC_PROFILE_HLSL_PS_1_1 -> "hlsl_ps_1_1"
MOJOSHADER_SRC_PROFILE_HLSL_PS_1_2 -> "hlsl_ps_1_2"
MOJOSHADER_SRC_PROFILE_HLSL_PS_1_3 -> "hlsl_ps_1_3"
MOJOSHADER_SRC_PROFILE_HLSL_PS_1_4 -> "hlsl_ps_1_4"
MOJOSHADER_SRC_PROFILE_HLSL_PS_2_0 -> "hlsl_ps_2_0"
MOJOSHADER_SRC_PROFILE_HLSL_PS_3_0 -> "hlsl_ps_3_0"
MOJOSHADER_uniformType->Anonymous_cf91fd71_65e4_4c31_a6d5_9488d7f3d32a
int
int
int
char*
MOJOSHADER_uniformType->Anonymous_cf91fd71_65e4_4c31_a6d5_9488d7f3d32a
int
Anonymous_5371dd6a_e42a_47c1_91d1_a2af9a8283be
MOJOSHADER_samplerType->Anonymous_a752a39b_b479_42b0_9502_e39ba7d86100
int
char*
int
int
MOJOSHADER_samplerType->Anonymous_a752a39b_b479_42b0_9502_e39ba7d86100
MOJOSHADER_usage->Anonymous_9c01433d_7bb5_4c50_bf77_e65cef0661b5
int
char*
MOJOSHADER_usage->Anonymous_9c01433d_7bb5_4c50_bf77_e65cef0661b5
unsigned int
unsigned char[4]
MOJOSHADER_symbolClass->Anonymous_681c4b26_94f7_4142_a8e9_b970fe0b60df
MOJOSHADER_symbolType->Anonymous_d8534f21_7f44_465d_8843_40a435dbb54a
unsigned int
unsigned int
unsigned int
unsigned int
MOJOSHADER_symbolStructMember*
char*
MOJOSHADER_symbolTypeInfo
char*
MOJOSHADER_symbolRegisterSet->Anonymous_9ff7ac54_131c_43b0_a295_9830d24ac76b
unsigned int
unsigned int
MOJOSHADER_symbolTypeInfo
char*
char*
int
MOJOSHADER_PRESHADEROP_MIN_SCALAR -> MOJOSHADER_PRESHADEROP_SCALAR_OPS
MOJOSHADER_PRESHADEROPERAND_LITERAL -> 1
MOJOSHADER_PRESHADEROPERAND_INPUT -> 2
MOJOSHADER_PRESHADEROPERAND_OUTPUT -> 4
MOJOSHADER_PRESHADEROPERAND_TEMP -> 7
MOJOSHADER_PRESHADEROPERAND_UNKN -> 0xff
MOJOSHADER_preshaderOperandType
unsigned int
int
unsigned int
MOJOSHADER_preshaderOpcode
unsigned int
unsigned int
MOJOSHADER_preshaderOperand[4]
unsigned int
double*
unsigned int
unsigned int
MOJOSHADER_symbol*
unsigned int
MOJOSHADER_preshaderInstruction*
int
MOJOSHADER_error*
char*
char*
int
int
MOJOSHADER_shaderType->Anonymous_96517ad6_cc69_4542_8537_054e63919d54
int
int
int
MOJOSHADER_uniform*
int
MOJOSHADER_constant*
int
MOJOSHADER_sampler*
int
MOJOSHADER_attribute*
int
MOJOSHADER_attribute*
int
MOJOSHADER_swizzle*
int
MOJOSHADER_symbol*
MOJOSHADER_preshader*
MOJOSHADER_malloc
MOJOSHADER_free
void*
char*
char*
unsigned int
char*
unsigned int
MOJOSHADER_effectState*
char*
unsigned int
MOJOSHADER_effectPass*
unsigned int
char*
unsigned int
unsigned int
MOJOSHADER_parseData*
int
MOJOSHADER_error*
char*
int
MOJOSHADER_effectParam*
int
MOJOSHADER_effectTechnique*
int
MOJOSHADER_effectTexture*
int
MOJOSHADER_effectShader*
MOJOSHADER_malloc
MOJOSHADER_free
void*
char*
char*
int
MOJOSHADER_error*
char*
int
MOJOSHADER_malloc
MOJOSHADER_free
void*
Return Type: int
inctype: MOJOSHADER_includeType->Anonymous_f1eed39d_7d1b_46d4_972e_a3229d15c26e
fname: char*
parent: char*
outdata: char**
outbytes: unsigned int*
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
data: char*
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
MOJOSHADER_astDataType*
char*
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataTypeStructMember*
int
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataType*
int
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataType*
int
int
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataType*
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataType*
MOJOSHADER_astDataType**
int
int
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataType*
char*
MOJOSHADER_astDataTypeType
MOJOSHADER_astDataTypeArray
MOJOSHADER_astDataTypeStruct
MOJOSHADER_astDataTypeVector->MOJOSHADER_astDataTypeArray
MOJOSHADER_astDataTypeMatrix
MOJOSHADER_astDataTypeBuffer
MOJOSHADER_astDataTypeUser
MOJOSHADER_astDataTypeFunction
MOJOSHADER_astNodeType
char*
unsigned int
MOJOSHADER_astNodeInfo
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astNodeInfo
MOJOSHADER_astExpression*
MOJOSHADER_astArguments*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpression*
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpression*
MOJOSHADER_astExpression*
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
char*
int
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
int
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
double
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
char*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
int
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astArguments*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpression*
char*
int
int
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpressionIdentifier*
MOJOSHADER_astArguments*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astCompilationUnit*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astInputModifier
char*
char*
MOJOSHADER_astInterpolationModifier
MOJOSHADER_astExpression*
MOJOSHADER_astFunctionParameters*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
char*
MOJOSHADER_astFunctionParameters*
MOJOSHADER_astFunctionStorageClass
char*
MOJOSHADER_astNodeInfo
char*
int
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
MOJOSHADER_astExpression*
MOJOSHADER_astAnnotations*
MOJOSHADER_astNodeInfo
char*
char*
MOJOSHADER_astNodeInfo
MOJOSHADER_astPackOffset*
char*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
char*
MOJOSHADER_astScalarOrArray*
MOJOSHADER_astInterpolationModifier
MOJOSHADER_astStructMembers*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
char*
MOJOSHADER_astStructMembers*
MOJOSHADER_astNodeInfo
int
MOJOSHADER_astDataType*
MOJOSHADER_astStructDeclaration*
MOJOSHADER_astScalarOrArray*
char*
MOJOSHADER_astAnnotations*
MOJOSHADER_astExpression*
MOJOSHADER_astVariableLowLevel*
MOJOSHADER_astVariableDeclaration*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astStatement*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astExpression*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
int
MOJOSHADER_astExpression*
MOJOSHADER_astStatement*
MOJOSHADER_astStatement*
MOJOSHADER_astNodeInfo
MOJOSHADER_astExpression*
MOJOSHADER_astStatement*
MOJOSHADER_astSwitchCases*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
int
MOJOSHADER_astExpression*
MOJOSHADER_astSwitchCases*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
int
MOJOSHADER_astExpression*
MOJOSHADER_astStatement*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
int
MOJOSHADER_astVariableDeclaration*
MOJOSHADER_astExpression*
MOJOSHADER_astExpression*
MOJOSHADER_astExpression*
MOJOSHADER_astStatement*
MOJOSHADER_astNodeInfo
MOJOSHADER_astDataType*
int
MOJOSHADER_astScalarOrArray*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astTypedef*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astVariableDeclaration*
MOJOSHADER_astNodeInfo
MOJOSHADER_astStatement*
MOJOSHADER_astStructDeclaration*
MOJOSHADER_astNodeInfo
MOJOSHADER_astCompilationUnit*
MOJOSHADER_astFunctionSignature*
MOJOSHADER_astStatement*
int
MOJOSHADER_astNodeInfo
MOJOSHADER_astCompilationUnit*
MOJOSHADER_astTypedef*
MOJOSHADER_astNodeInfo
MOJOSHADER_astCompilationUnit*
MOJOSHADER_astStructDeclaration*
MOJOSHADER_astNodeInfo
MOJOSHADER_astCompilationUnit*
MOJOSHADER_astVariableDeclaration*
MOJOSHADER_astNodeInfo
MOJOSHADER_astGeneric
MOJOSHADER_astExpression
MOJOSHADER_astArguments
MOJOSHADER_astExpressionUnary
MOJOSHADER_astExpressionBinary
MOJOSHADER_astExpressionTernary
MOJOSHADER_astExpressionIdentifier
MOJOSHADER_astExpressionIntLiteral
MOJOSHADER_astExpressionFloatLiteral
MOJOSHADER_astExpressionStringLiteral
MOJOSHADER_astExpressionBooleanLiteral
MOJOSHADER_astExpressionConstructor
MOJOSHADER_astExpressionDerefStruct
MOJOSHADER_astExpressionCallFunction
MOJOSHADER_astExpressionCast
MOJOSHADER_astCompilationUnit
MOJOSHADER_astFunctionParameters
MOJOSHADER_astFunctionSignature
MOJOSHADER_astScalarOrArray
MOJOSHADER_astAnnotations
MOJOSHADER_astPackOffset
MOJOSHADER_astVariableLowLevel
MOJOSHADER_astStructMembers
MOJOSHADER_astStructDeclaration
MOJOSHADER_astVariableDeclaration
MOJOSHADER_astStatement
MOJOSHADER_astEmptyStatement->MOJOSHADER_astStatement
MOJOSHADER_astBreakStatement->MOJOSHADER_astStatement
MOJOSHADER_astContinueStatement->MOJOSHADER_astStatement
MOJOSHADER_astDiscardStatement->MOJOSHADER_astStatement
MOJOSHADER_astBlockStatement
MOJOSHADER_astReturnStatement
MOJOSHADER_astExpressionStatement
MOJOSHADER_astIfStatement
MOJOSHADER_astSwitchCases
MOJOSHADER_astSwitchStatement
MOJOSHADER_astWhileStatement
MOJOSHADER_astDoStatement->MOJOSHADER_astWhileStatement
MOJOSHADER_astForStatement
MOJOSHADER_astTypedef
MOJOSHADER_astTypedefStatement
MOJOSHADER_astVarDeclStatement
MOJOSHADER_astStructStatement
MOJOSHADER_astCompilationUnitFunction
MOJOSHADER_astCompilationUnitTypedef
MOJOSHADER_astCompilationUnitStruct
MOJOSHADER_astCompilationUnitVariable
int
MOJOSHADER_error*
char*
MOJOSHADER_astNode*
MOJOSHADER_malloc
MOJOSHADER_free
void*
void*
MOJOSHADER_irNodeType
char*
unsigned int
MOJOSHADER_irNodeInfo
MOJOSHADER_irNodeInfo
MOJOSHADER_astDataTypeType
int
MOJOSHADER_irExprInfo
Anonymous_3a13e6d2_72d8_4c86_b5bf_9aff36c73111
MOJOSHADER_irExprInfo
int
MOJOSHADER_irExprInfo
MOJOSHADER_irBinOpType
MOJOSHADER_irExpression*
MOJOSHADER_irExpression*
MOJOSHADER_irExprInfo
int
MOJOSHADER_irExprInfo
int
MOJOSHADER_irExprList*
MOJOSHADER_irExprInfo
MOJOSHADER_irStatement*
MOJOSHADER_irExpression*
MOJOSHADER_irExprInfo
MOJOSHADER_irExpression*
MOJOSHADER_irExpression*
MOJOSHADER_irExprInfo
MOJOSHADER_irExpression*
MOJOSHADER_irExprInfo
MOJOSHADER_irExpression*
char[4]
MOJOSHADER_irExprInfo
MOJOSHADER_irExprList*
MOJOSHADER_irNodeInfo
MOJOSHADER_irExprInfo
MOJOSHADER_irConstant
MOJOSHADER_irTemp
MOJOSHADER_irBinOp
MOJOSHADER_irMemory
MOJOSHADER_irCall
MOJOSHADER_irESeq
MOJOSHADER_irArray
MOJOSHADER_irConvert
MOJOSHADER_irSwizzle
MOJOSHADER_irConstruct
MOJOSHADER_irNodeInfo
MOJOSHADER_irExpression*
MOJOSHADER_irExpression*
int
MOJOSHADER_irNodeInfo
MOJOSHADER_irExpression*
MOJOSHADER_irNodeInfo
int
MOJOSHADER_irNodeInfo
MOJOSHADER_irConditionType
MOJOSHADER_irExpression*
MOJOSHADER_irExpression*
int
int
MOJOSHADER_irNodeInfo
MOJOSHADER_irStatement*
MOJOSHADER_irStatement*
MOJOSHADER_irNodeInfo
int
MOJOSHADER_irNodeInfo
MOJOSHADER_irGeneric
MOJOSHADER_irMove
MOJOSHADER_irExprStmt
MOJOSHADER_irJump
MOJOSHADER_irCJump
MOJOSHADER_irSeq
MOJOSHADER_irLabel
MOJOSHADER_irDiscard->MOJOSHADER_irGeneric
MOJOSHADER_irNodeInfo
MOJOSHADER_irExpression*
MOJOSHADER_irExprList*
MOJOSHADER_irNodeInfo
MOJOSHADER_irGeneric
MOJOSHADER_irExprList
MOJOSHADER_irNodeInfo
MOJOSHADER_irGeneric
MOJOSHADER_irExpression
MOJOSHADER_irStatement
MOJOSHADER_irMisc
int
MOJOSHADER_error*
int
MOJOSHADER_error*
char*
char*
int
int
MOJOSHADER_symbol*
MOJOSHADER_malloc
MOJOSHADER_free
void*
Return Type: void*
fnname: char*
data: void*
float[4]
int[4]
int
int[16]
float[16]
MOJOSHADER_UNIFORM_UNKNOWN -> -1
MOJOSHADER_SAMPLER_UNKNOWN -> -1
MOJOSHADER_USAGE_UNKNOWN -> -1
Return Type: int
Return Type: char*
Return Type: int
profile: char*
Return Type: MOJOSHADER_parseData*
tokenbuf: char*
bufsize: int
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
param0: MOJOSHADER_preshader*
param1: float*
param2: float*
Return Type: MOJOSHADER_parseData*
profile: char*
tokenbuf: char*
bufsize: int
swiz: MOJOSHADER_swizzle*
swizcount: int
smap: MOJOSHADER_samplerMap*
smapcount: int
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
data: MOJOSHADER_parseData*
Return Type: MOJOSHADER_effect*
profile: char*
buf: char*
_len: int
swiz: MOJOSHADER_swizzle*
swizcount: int
smap: MOJOSHADER_samplerMap*
smapcount: int
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
effect: MOJOSHADER_effect*
Return Type: MOJOSHADER_preprocessData*
filename: char*
source: char*
sourcelen: unsigned int
defines: MOJOSHADER_preprocessorDefine*
define_count: unsigned int
include_open: MOJOSHADER_includeOpen
include_close: MOJOSHADER_includeClose
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
data: MOJOSHADER_preprocessData*
Return Type: MOJOSHADER_parseData*
filename: char*
source: char*
sourcelen: unsigned int
comments: char**
comment_count: unsigned int
symbols: MOJOSHADER_symbol*
symbol_count: unsigned int
defines: MOJOSHADER_preprocessorDefine*
define_count: unsigned int
include_open: MOJOSHADER_includeOpen
include_close: MOJOSHADER_includeClose
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: MOJOSHADER_astData*
srcprofile: char*
filename: char*
source: char*
sourcelen: unsigned int
defs: MOJOSHADER_preprocessorDefine*
define_count: unsigned int
include_open: MOJOSHADER_includeOpen
include_close: MOJOSHADER_includeClose
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
data: MOJOSHADER_astData*
Return Type: MOJOSHADER_compileData*
srcprofile: char*
filename: char*
source: char*
sourcelen: unsigned int
defs: MOJOSHADER_preprocessorDefine*
define_count: unsigned int
include_open: MOJOSHADER_includeOpen
include_close: MOJOSHADER_includeClose
m: MOJOSHADER_malloc
f: MOJOSHADER_free
d: void*
Return Type: void
data: MOJOSHADER_compileData*
Return Type: int
lookup: MOJOSHADER_glGetProcAddress
d: void*
profs: char**
size: int
Return Type: char*
lookup: MOJOSHADER_glGetProcAddress
d: void*
Return Type: char*
Return Type: int
shader_type: MOJOSHADER_shaderType->Anonymous_96517ad6_cc69_4542_8537_054e63919d54
Return Type: void
idx: unsigned int
data: float*
vec4count: unsigned int
Return Type: void
idx: unsigned int
data: float*
vec4count: unsigned int
Return Type: void
idx: unsigned int
data: int*
ivec4count: unsigned int
Return Type: void
idx: unsigned int
data: int*
ivec4count: unsigned int
Return Type: void
idx: unsigned int
data: int*
bcount: unsigned int
Return Type: void
idx: unsigned int
data: int*
bcount: unsigned int
Return Type: void
idx: unsigned int
data: float*
vec4count: unsigned int
Return Type: void
idx: unsigned int
data: float*
vec4count: unsigned int
Return Type: void
idx: unsigned int
data: int*
ivec4count: unsigned int
Return Type: void
idx: unsigned int
data: int*
ivec4count: unsigned int
Return Type: void
idx: unsigned int
data: int*
bcount: unsigned int
Return Type: void
idx: unsigned int
data: int*
bcount: unsigned int
Return Type: void
sampler: unsigned int
mat00: float
mat01: float
mat10: float
mat11: float
lscale: float
loffset: float
Return Type: void
usage: MOJOSHADER_usage->Anonymous_9c01433d_7bb5_4c50_bf77_e65cef0661b5
index: int
size: unsigned int
type: MOJOSHADER_attributeType->Anonymous_2f2591e6_1657_418c_9f54_80f3acd43cbe
normalized: int
stride: unsigned int
ptr: void*
Return Type: void
idx: unsigned int
data: float*
vec4n: unsigned int
Return Type: void
idx: unsigned int
data: float*
vec4n: unsigned int
Return Type: void
idx: unsigned int
data: float*
vec4n: unsigned int
Return Type: void
idx: unsigned int
data: float*
vec4n: unsigned int
Return Type: void
Returns all the loaded shader profiles.
Returns the name of the shader profile.
Returns the format identifier used in the MGFX file format.
Returns the correct profile for the named platform or
null if no supporting profile is found.
Returns the profile by name or null if no match is found.
this is the entry point for executing and evaluating the parse tree.
additional optional input parameters
the output of the evaluation function
this implements the evaluation functionality, cannot be used directly
the parsetree itself
optional input parameters
a partial result of the evaluation
executes a lookahead of the next token
and will advance the scan on the input string
returns token with longest best match