void iCursorRender.render(IDeviceContext context, IBuffer vertexBuffer) { context.writeBuffer(constantBuffer, ref position); context.SetVertexBuffer(0, vertexBuffer, 0); DrawAttribs draw = new DrawAttribs(false) { NumVertices = 4, Flags = DrawFlags.VerifyAll }; context.SetPipelineState(psoInvert); context.CommitShaderResources(bindingsInvert); context.Draw(ref draw); context.SetPipelineState(psoRgb); context.CommitShaderResources(bindingsRgb); context.Draw(ref draw); }
public static void renderQuad(IDeviceContext context, IBuffer vertexBuffer) { context.SetVertexBuffer(0, vertexBuffer, 0); DrawAttribs draw = new DrawAttribs(false) { NumVertices = 4, Flags = DrawFlags.VerifyAll }; context.Draw(ref draw); }
protected void drawTriangle(IDeviceContext ic, ITextureView textureView) { ic.SetPipelineState(pipelineState); textureVariable.Set(textureView); ic.CommitShaderResources(binding); ic.setVertexBuffer(vertexBuffer); DrawAttribs draw = new DrawAttribs(false) { NumVertices = 3, Flags = DrawFlags.VerifyAll }; ic.Draw(ref draw); }
public void blend(IDeviceContext ic, IShaderResourceBinding source) { ic.SetPipelineState(pipelineState); ic.CommitShaderResources(source); ic.SetVertexBuffer(0, null, 0); DrawAttribs draw = new DrawAttribs(false) { NumVertices = 3, Flags = DrawFlags.VerifyAll }; // ConsoleLogger.logDebug( "BlendTextures.blend, rendering" ); ic.Draw(ref draw); // ConsoleLogger.logDebug( "BlendTextures.blend, rendered" ); }
public void render(IDeviceContext context, ITextureView rtv, CSize outputSize, int index) { // Setup stuff context.SetRenderTarget(rtv, null); context.setViewport(outputSize, viewport); context.SetPipelineState(pipelineState); textureVariable.Set(sourceTextures[index]); context.CommitShaderResources(binding); // Render a full-screen triangle, no vertex buffer needed DrawAttribs draw = new DrawAttribs(false) { NumVertices = 3, Flags = DrawFlags.VerifyAll }; context.Draw(ref draw); }