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Root/src/Graphics/IRenderTarget.cs

#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    /// <summary>
    /// Represents a render target.
    /// </summary>
    internal interface IRenderTarget
    {
        /// <summary>
        /// Gets the width of the render target in pixels
        /// </summary>
        /// <value>The width of the render target in pixels.</value>
        int Width
        {
            get;
        }
 
        /// <summary>
        /// Gets the height of the render target in pixels
        /// </summary>
        /// <value>The height of the render target in pixels.</value>
        int Height
        {
            get;
        }
 
        /// <summary>
        /// Gets the usage mode of the render target.
        /// </summary>
        /// <value>The usage mode of the render target.</value>
        RenderTargetUsage RenderTargetUsage
        {
            get;
        }
 
        /// <summary>
        /// Gets the DepthFormat of the depth-stencil buffer.
        /// </summary>
        /// <value>The DepthFormat of the DepthStencilBuffer.</value>
        DepthFormat DepthStencilFormat
        {
            get;
        }
 
        /// <summary>
        /// Gets the handle of the depth-stencil buffer.
        /// </summary>
        /// <value>The depth-stencil buffer handle.</value>
        IGLRenderbuffer DepthStencilBuffer
        {
            get;
        }
 
        /// <summary>
        /// Gets the handle of the color buffer.
        /// </summary>
        /// <value>The color buffer handle.</value>
        IGLRenderbuffer ColorBuffer
        {
            get;
        }
 
        int MultiSampleCount
        {
            get;
        }
    }
}

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