/// <summary> /// Binds a set of viewports to the rasterizer stage. /// </summary> /// <param name="viewports">The set of viewports to bind.</param> /// <param name="count">The number of viewport to set.</param> /// <msdn-id>ff476480</msdn-id> /// <unmanaged>void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports)</unmanaged> /// <unmanaged-short>ID3D11DeviceContext::RSSetViewports</unmanaged-short> /// <remarks><p></p><p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.</p></remarks> public unsafe void SetViewports(RawViewportF *viewports, int count = 0) { SetViewports(count, (IntPtr)viewports); }
public unsafe void SetViewports(RawViewportF *viewports, int count = 0) { _dx11Device?.ImmediateContext.Rasterizer.SetViewports(viewports, count); }