Exemple #1
0
 /// <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 = "numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
 /// <param name = "shaderResourceViewsRef">Array of {{shader resource view}} interfaces to set to the device.</param>
 /// <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
 public void SetShaderResources(
     int startSlot,
     int numViews,
     SharpDX.ComArray <SharpDX.Direct3D11.ShaderResourceView> shaderResourceViewsRef)
 {
     SetShaderResources(startSlot, numViews, shaderResourceViewsRef.NativePointer);
 }
Exemple #2
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 /// <summary>
 ///   Set the constant buffers used by the shader pipeline stage.
 /// </summary>
 /// <remarks>
 ///   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 constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
 /// <param name = "numBuffers">Number of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
 /// <param name = "constantBuffers">Array of constant buffers (see <see cref = "SharpDX.Direct3D11.Buffer" />) being given to the device.</param>
 /// <unmanaged>void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
 public void SetConstantBuffers(int startSlot, int numBuffers, SharpDX.ComArray <SharpDX.Direct3D11.Buffer> constantBuffers)
 {
     SetConstantBuffers(startSlot, numBuffers, constantBuffers.NativePointer);
 }
Exemple #3
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 /// <summary>
 ///   Set an array of sampler states to the shader pipeline stage.
 /// </summary>
 /// <remarks>
 ///   Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D11_FILTER_MIN_MAG_MIP_LINEARAddressUD3D11_TEXTURE_ADDRESS_CLAMPAddressVD3D11_TEXTURE_ADDRESS_CLAMPAddressWD3D11_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D11_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX  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 samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
 /// <param name = "numSamplers">Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
 /// <param name = "samplers">Pointer to an array of sampler-state interfaces (see <see cref = "SharpDX.Direct3D11.SamplerState" />). See Remarks.</param>
 /// <unmanaged>void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D11SamplerState** ppSamplers)</unmanaged>
 public void SetSamplers(int startSlot, int numSamplers, SharpDX.ComArray <SharpDX.Direct3D11.SamplerState> samplers)
 {
     SetSamplers(startSlot, numSamplers, samplers.NativePointer);
 }
Exemple #4
0
 /// <summary>
 ///   Set the constant buffers used by the shader pipeline stage.
 /// </summary>
 /// <remarks>
 ///   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 constant buffers to (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
 /// <param name = "numBuffers">Number of buffers to set (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
 /// <param name = "constantBuffersRef">Array of constant buffers (see <see cref = "SharpDX.Direct3D10.Buffer" />) being given to the device.</param>
 /// <unmanaged>void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>
 public abstract void SetConstantBuffers(int startSlot, int numBuffers, SharpDX.ComArray <SharpDX.Direct3D10.Buffer> constantBuffersRef);
Exemple #5
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 /// <summary>
 ///   Set an array of sampler states to the shader pipeline stage.
 /// </summary>
 /// <remarks>
 ///   Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D10_FILTER_MIN_MAG_MIP_LINEARAddressUD3D10_TEXTURE_ADDRESS_CLAMPAddressVD3D10_TEXTURE_ADDRESS_CLAMPAddressWD3D10_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D10_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX  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 samplers to (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
 /// <param name = "numSamplers">Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
 /// <param name = "samplersRef">Pointer to an array of sampler-state interfaces (see <see cref = "SharpDX.Direct3D10.SamplerState" />). See Remarks.</param>
 /// <unmanaged>void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>
 public abstract void SetSamplers(
     int startSlot,
     int numSamplers,
     SharpDX.ComArray <SharpDX.Direct3D10.SamplerState> samplersRef);
Exemple #6
0
 /// <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.Direct3D10.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 D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
 /// <param name = "numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
 /// <param name = "shaderResourceViewsRef">Array of {{shader resource view}} interfaces to set to the device.</param>
 /// <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>
 public abstract void SetShaderResources(
     int startSlot,
     int numViews,
     SharpDX.ComArray <SharpDX.Direct3D10.ShaderResourceView> shaderResourceViewsRef);
Exemple #7
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 /// <summary>
 /// Sets the specified data ref.
 /// </summary>
 /// <param name="dataRef">The data ref.</param>
 /// <param name="offset">The offset.</param>
 /// <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
 /// <unmanaged>HRESULT ID3DX11EffectUnorderedAccessViewVariable::SetUnorderedAccessViewArray([In, Buffer] ID3D11UnorderedAccessView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>
 public void Set(SharpDX.ComArray <UnorderedAccessView> dataRef, int offset)
 {
     Set(dataRef, offset, dataRef.Length);
 }
Exemple #8
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 /// <summary>
 /// Sets the specified data ref.
 /// </summary>
 /// <param name="dataRef">The data ref.</param>
 /// <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
 /// <unmanaged>HRESULT ID3DX11EffectUnorderedAccessViewVariable::SetUnorderedAccessViewArray([In, Buffer] ID3D11UnorderedAccessView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>
 public void Set(SharpDX.ComArray <UnorderedAccessView> dataRef)
 {
     Set(dataRef, 0, dataRef.Length);
 }