internal D3D11GeometryShader(ID3D11GeometryShader geometryShader) { this.geometryShader = geometryShader; }
protected override void SetPipelineStateImpl(PipelineState pipelineState) { var pipelineStateD3D11 = (PipelineStateD3D11)pipelineState; if (pipelineState.IsCompute) { var computeShader = pipelineStateD3D11.ComputeShader; D3D11Context.CSSetShader(computeShader); } else { var blendState = pipelineStateD3D11.BlendState; if (_boundBlendState != blendState) { _boundBlendState = blendState; D3D11Context.OMSetBlendState(blendState, _boundBlendColor); } var depthStencilState = pipelineStateD3D11.DepthStencilState; if (_boundDepthStencilState != depthStencilState) { _boundDepthStencilState = depthStencilState; D3D11Context.OMSetDepthStencilState(depthStencilState, _boundStencilReference); } var rasterizerState = pipelineStateD3D11.RasterizerState; if (_boundRasterizerState != rasterizerState) { _boundRasterizerState = rasterizerState; D3D11Context.RSSetState(rasterizerState); } var primitiveTopology = pipelineStateD3D11.PrimitiveTopology; if (_boundPrimitiveTopology != primitiveTopology) { _boundPrimitiveTopology = primitiveTopology; D3D11Context.IASetPrimitiveTopology(primitiveTopology); } var inputLayout = pipelineStateD3D11.InputLayout; if (_boundInputLayout != inputLayout) { _boundInputLayout = inputLayout; D3D11Context.IASetInputLayout(_boundInputLayout); } var vertexShader = pipelineStateD3D11.VertexShader; if (_boundVertexShader != vertexShader) { _boundVertexShader = vertexShader; D3D11Context.VSSetShader(vertexShader); } var geometryShader = pipelineStateD3D11.GeometryShader; if (_boundGeometryShader != geometryShader) { _boundGeometryShader = geometryShader; D3D11Context.GSSetShader(geometryShader); } var hullShader = pipelineStateD3D11.HullShader; if (_boundHullShader != hullShader) { _boundHullShader = hullShader; D3D11Context.HSSetShader(hullShader); } var domainShader = pipelineStateD3D11.DomainShader; if (_boundDomainShader != domainShader) { _boundDomainShader = domainShader; D3D11Context.DSSetShader(domainShader); } var pixelShader = pipelineStateD3D11.PixelShader; if (_boundPixelShader != pixelShader) { _boundPixelShader = pixelShader; D3D11Context.PSSetShader(pixelShader); } } }
public void GSSetShader(ID3D11GeometryShader geometryShader, int classInstancesCount, ID3D11ClassInstance[] classInstances) { GSSetShader(geometryShader, classInstances, classInstancesCount); }
public void GSSetShader(ID3D11GeometryShader geometryShader, ID3D11ClassInstance[] classInstances) { GSSetShader(geometryShader, classInstances, classInstances.Length); }
public void GSSetShader(ID3D11GeometryShader geometryShader) { GSSetShader(ToCallbackPtr <ID3D11GeometryShader>(geometryShader), IntPtr.Zero, 0); }