GraphicsDevice Class (Microsoft.Xna.Framework.Graphics)

System.Object
   Microsoft.Xna.Framework.Graphics.GraphicsDevice

Namespace: Microsoft.Xna.Framework.Graphics
Assembly: MonoGame.Framework (MonoGame.Framework.dll 3.8.0.1082)
  • C#
  • VB
  • F#
public class GraphicsDevice : IDisposable

Syntax for VB is not yet implemented.

Syntax for F# is not yet implemented.

The GraphicsDevice type exposes the following members.

  Platforms Name Description
GraphicsDevice(GraphicsAdapter, GraphicsProfile, PresentationParameters) Initializes a new instance of the GraphicsDevice class. 
GraphicsDevice(GraphicsAdapter, GraphicsProfile, bool, PresentationParameters) Initializes a new instance of the GraphicsDevice class. 
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  Platforms Name Description
Adapter  
BlendFactor The color used as blend factor when alpha blending. 
BlendState  
DepthStencilState  
DiscardColor Get or set the color a RenderTarget2D is cleared to when it is set. 
DisplayMode  
GraphicsDebug Access debugging APIs for the graphics subsystem. 
GraphicsDeviceStatus  
GraphicsProfile  
Handle Returns a handle to internal device object. Valid only on DirectX platforms. For usage, convert this to SharpDX.Direct3D11.Device. 
Indices  
IsContentLost  
IsDisposed  
Metrics The rendering information for debugging and profiling. The metrics are reset every frame after draw within Present()
PresentationParameters  
RasterizerState  
RenderTargetCount  
ResourcesLost  
SamplerStates  
ScissorRectangle  
Textures  
UseHalfPixelOffset Indicates if DX9 style pixel addressing or current standard pixel addressing should be used. This flag is set to false by default. If `UseHalfPixelOffset` is `true` you have to add half-pixel offset to a Projection matrix. See also PreferHalfPixelOffset
VertexSamplerStates  
VertexTextures  
Viewport  
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  Platforms Name Description
Clear(Color)  
Clear(ClearOptions, Color, float, int)  
Clear(ClearOptions, Vector4, float, int)  
CreateDeviceResources Create graphics device specific resources. 
Dispose(bool)  
Dispose()  (Implements IDisposable.Dispose().)
DrawIndexedPrimitives(PrimitiveType, int, int, int, int, int) Draw geometry by indexing into the vertex buffer. 
DrawIndexedPrimitives(PrimitiveType, int, int, int) Draw geometry by indexing into the vertex buffer. 
DrawInstancedPrimitives(PrimitiveType, int, int, int, int, int) Draw instanced geometry from the bound vertex buffers and index buffer. 
DrawInstancedPrimitives(PrimitiveType, int, int, int, int) Draw instanced geometry from the bound vertex buffers and index buffer. 
DrawInstancedPrimitives(PrimitiveType, int, int, int, int, int, int) Draw instanced geometry from the bound vertex buffers and index buffer. 
DrawPrimitives Draw primitives of the specified type from the currently bound vertexbuffers without indexing. 
DrawUserIndexedPrimitives<T>(PrimitiveType, T[], int, int, Int32[], int, int, VertexDeclaration) Draw primitives of the specified type by indexing into the given array of vertices with 32-bit indices. 
DrawUserIndexedPrimitives<T>(PrimitiveType, T[], int, int, Int32[], int, int) Draw primitives of the specified type by indexing into the given array of vertices with 32-bit indices. 
DrawUserIndexedPrimitives<T>(PrimitiveType, T[], int, int, Int16[], int, int) Draw primitives of the specified type by indexing into the given array of vertices with 16-bit indices. 
DrawUserIndexedPrimitives<T>(PrimitiveType, T[], int, int, Int16[], int, int, VertexDeclaration) Draw primitives of the specified type by indexing into the given array of vertices with 16-bit indices. 
DrawUserPrimitives<T>(PrimitiveType, T[], int, int, VertexDeclaration) Draw primitives of the specified type from the data in the given array of vertices without indexing. 
DrawUserPrimitives<T>(PrimitiveType, T[], int, int) Draw primitives of the specified type from the data in an array of vertices without indexing. 
Finalize  (Overrides object.Finalize().)
Flush Sends queued-up commands in the command buffer to the graphics processing unit (GPU). 
GetBackBufferData<T>(T[]) Gets the Pixel data of what is currently drawn on screen. The format is whatever the current format of the backbuffer is. 
GetBackBufferData<T>(T[], int, int)  
GetBackBufferData<T>(Nullable<Rectangle>, T[], int, int)  
GetRenderTargets(RenderTargetBinding[])  
GetRenderTargets()  
PlatformClear  
PlatformPresent  
Present  
Reset()  
Reset(PresentationParameters)  
SetRenderTarget(RenderTarget2D, int)  
SetRenderTarget(RenderTarget3D, int)  
SetRenderTarget(RenderTargetCube, CubeMapFace)  
SetRenderTarget(RenderTarget2D)  
SetRenderTargets  
SetVertexBuffer(VertexBuffer)  
SetVertexBuffer(VertexBuffer, int)  
SetVertexBuffers  
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Supported in:

    
 Windows DirectX Desktop
    
 Linux Desktop
    
 Windows OpenGL Desktop
    
 Web