Exemple #1
0
 protected override void ExecuteCommandListsImpl(RendererAbstract.CommandSubmission.CommandList[] commandLists)
 {
     using (var commandListsDX12 = new ComArray <SharpDX.Direct3D12.CommandList>(commandLists.Length))
     {
         for (int index = 0; index < commandListsDX12.Length; ++index)
         {
             commandListsDX12[index] = ((RendererDX12.CommandSubmission.CommandList)commandLists[index])?.CommandListD3D12;
         }
         CommandQueueD3D12.ExecuteCommandLists(commandListsDX12.Length, commandListsDX12);
     }
 }
Exemple #2
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 /// <summary>
 ///   Bind an array of shader resources to the shader stage.
 /// </summary>
 /// <remarks>
 ///   If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "SharpDX.Direct3D11.Device.CreateShaderResourceView" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
 /// </remarks>
 /// <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
 /// <param name = "shaderResourceViews">Array of {{shader resource view}} interfaces to set to the device.</param>
 public void SetShaderResources(int startSlot, ComArray <SharpDX.Direct3D11.ShaderResourceView> shaderResourceViews)
 {
     SetShaderResources(startSlot, shaderResourceViews.Length, shaderResourceViews);
 }
Exemple #3
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 /// <summary>
 ///   Sets an array of samplers to be used by the shader stage.
 /// </summary>
 /// <param name = "slot">Index into the device's zero-based array to which  to set the array of sampler states.</param>
 /// <param name = "samplers">An array of sampler state to set</param>
 public void SetSamplers(int slot, ComArray <SamplerState> samplers)
 {
     SetSamplers(slot, samplers == null ? 0 : samplers.Length, samplers);
 }
Exemple #4
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 /// <summary>
 ///   Sets an array of constant buffers to be used by the shader stage.
 /// </summary>
 /// <param name = "slot">Index into the device's zero-based array to which to set the array of constant buffers.</param>
 /// <param name = "constantBuffers">An array of constant buffer to set</param>
 public void SetConstantBuffers(int slot, ComArray <Buffer> constantBuffers)
 {
     SetConstantBuffers(slot, constantBuffers == null ? 0 : constantBuffers.Length, constantBuffers);
 }
Exemple #5
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 public Transform3D(Device2 dev, ComArray <Transform3D> effects)
     : this(IntPtr.Zero)
 {
     dev.CreateTransform3DGroup(effects, effects.Length, this);
 }
Exemple #6
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		public Transform3D(Device2 dev, ComArray<Transform3D> effects)
			: this(IntPtr.Zero)
		{
			dev.CreateTransform3DGroup(effects, effects.Length, this);
		}
 /// <summary>
 ///   Bind an array of shader resources to the shader stage.
 /// </summary>
 /// <remarks>
 ///   If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "SharpDX.Direct3D11.Device.CreateShaderResourceView" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
 /// </remarks>
 /// <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
 /// <param name = "shaderResourceViews">Array of {{shader resource view}} interfaces to set to the device.</param>
 public void SetShaderResources(int startSlot, ComArray<SharpDX.Direct3D11.ShaderResourceView> shaderResourceViews)
 {
     SetShaderResources(startSlot, shaderResourceViews.Length, shaderResourceViews);
 }
 /// <summary>
 ///   Sets an array of samplesr to be used by the shader stage.
 /// </summary>
 /// <param name = "slot">Index into the device's zero-based array to which  to set the array of sampler states.</param>
 /// <param name = "samplers">An array of sampler state to set</param>
 public void SetSamplers(int slot, ComArray<SamplerState> samplers)
 {
     SetSamplers(slot, samplers == null ? 0 : samplers.Length, samplers);
 }
 /// <summary>
 ///   Sets an array of constant buffers to be used by the shader stage.
 /// </summary>
 /// <param name = "slot">Index into the device's zero-based array to which to set the array of constant buffers.</param>
 /// <param name = "constantBuffers">An array of constant buffer to set</param>
 public void SetConstantBuffers(int slot, ComArray<Buffer> constantBuffers)
 {
     SetConstantBuffers(slot, constantBuffers == null ? 0 : constantBuffers.Length, constantBuffers);
 }
Exemple #10
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 /// <summary>
 /// Sets an array of views for an unordered resource.
 /// </summary>
 /// <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
 /// <param name="unorderedAccessViews">A reference to an array of <see cref="SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
 public unsafe void SetUnorderedAccessViews(int startSlot, ComArray <SharpDX.Direct3D11.UnorderedAccessView> unorderedAccessViews, int[] uavInitialCounts)
 {
     fixed(void *puav = uavInitialCounts)
     SetUnorderedAccessViews(startSlot, unorderedAccessViews == null ? 0 : unorderedAccessViews.Length, unorderedAccessViews.NativePointer, (IntPtr)puav);
 }