| BeginCustomFormatPass(VertexFormatHandle format) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BeginDebugLinePass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BeginForwardTransparentPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BeginShadowPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BeginSkinnedPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BeginSkyboxPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BindBoneBuffer(RefPtr< BufferBase > buffer) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BindConstantBuffer(RefPtr< BufferBase > buffer, uint32_t slot=0)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| BindGBufferShader() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BindIndexBuffer(RefPtr< BufferBase > buffer, uint32_t slot=0)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| BindPBRMaterial(Sleak::Material *material) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BindTexture(RefPtr< Sleak::Texture > texture, uint32_t slot=0) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BindTextureRaw(Sleak::Texture *texture, uint32_t slot=0) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| BindVertexBuffer(RefPtr< BufferBase > buffer, uint32_t slot=0)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| ClearDepthStencil(bool clearDepth, bool clearStencil, float depth, uint8_t stencil)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| ClearRenderTarget(float r, float g, float b, float a)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| CreateBuffer(BufferType Type, uint32_t size, void *data)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| CreateShader(const std::string &shaderSource)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| CreateTexture(const std::string &TexturePath)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| CreateTextureFromData(uint32_t width, uint32_t height, void *data)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| Draw(uint32_t vertexCount)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| DrawIndexed(uint32_t indexCount)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| DrawIndexedInstance(uint32_t instanceCount, uint32_t indexPerInstance)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| DrawInstance(uint32_t instanceCount, uint32_t vertexPerInstance)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| EndCustomFormatPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| EndDebugLinePass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| EndForwardTransparentPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| EndShadowPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| EndSkinnedPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| EndSkyboxPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| ExecuteDeferredLightingPass() | Sleak::RenderEngine::RenderContext | inlinevirtual |
| IsDeferredEnabled() const | Sleak::RenderEngine::RenderContext | inlinevirtual |
| IsInGeometryPass() const | Sleak::RenderEngine::RenderContext | inlinevirtual |
| IsShadowPassActive() const | Sleak::RenderEngine::RenderContext | inlinevirtual |
| SetCullEnabled(bool enabled) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| SetDepthCompare(DepthCompare compare) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| SetDepthWrite(bool enabled) | Sleak::RenderEngine::RenderContext | inlinevirtual |
| SetRenderFace(RenderFace face)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| SetRenderMode(RenderMode mode)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| SetViewport(float x, float y, float width, float height, float minDepth=0.0f, float maxDepth=1.0f)=0 | Sleak::RenderEngine::RenderContext | pure virtual |
| UpdateDeferredCB(const void *data, uint32_t size) | Sleak::RenderEngine::RenderContext | inlinevirtual |