/// <summary> /// No documentation for Direct3D12 /// </summary> /// <param name="descRef">No documentation.</param> /// <param name="riid">No documentation.</param> /// <returns>No documentation.</returns> /// <include file='.\..\Documentation\CodeComments.xml' path="/comments/comment[@id='ID3D12Device::CreateComputePipelineState']/*"/> /// <unmanaged>HRESULT ID3D12Device::CreateComputePipelineState([In] const D3D12_COMPUTE_PIPELINE_STATE_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12PipelineState** ppPipelineState)</unmanaged> /// <unmanaged-short>ID3D12Device::CreateComputePipelineState</unmanaged-short> public unsafe SharpDX.Direct3D12.PipelineState CreateComputePipelineState(SharpDX.Direct3D12.ComputePipelineStateDescription descRef) { // Use a custom marshalling routine for this class var nativeDesc = new ComputePipelineStateDescription.__Native(); descRef.__MarshalTo(ref nativeDesc); fixed(void *pComputeShader = descRef.ComputeShader.Buffer) { descRef.ComputeShader.UpdateNative(ref nativeDesc.ComputeShader, (IntPtr)pComputeShader); return(CreateComputePipelineState(new IntPtr(&nativeDesc), Utilities.GetGuidFromType(typeof(PipelineState)))); } }
/// <summary> /// No documentation for Direct3D12 /// </summary> /// <param name="descRef">No documentation.</param> /// <param name="riid">No documentation.</param> /// <returns>No documentation.</returns> /// <include file='.\..\Documentation\CodeComments.xml' path="/comments/comment[@id='ID3D12Device::CreateComputePipelineState']/*"/> /// <unmanaged>HRESULT ID3D12Device::CreateComputePipelineState([In] const D3D12_COMPUTE_PIPELINE_STATE_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12PipelineState** ppPipelineState)</unmanaged> /// <unmanaged-short>ID3D12Device::CreateComputePipelineState</unmanaged-short> public unsafe SharpDX.Direct3D12.PipelineState CreateComputePipelineState(SharpDX.Direct3D12.ComputePipelineStateDescription descRef) { // Use a custom marshalling routine for this class var nativeDesc = new ComputePipelineStateDescription.__Native(); descRef.__MarshalTo(ref nativeDesc); fixed (void* pComputeShader = descRef.ComputeShader.Buffer) { descRef.ComputeShader.UpdateNative(ref nativeDesc.ComputeShader, (IntPtr)pComputeShader); return CreateComputePipelineState(new IntPtr(&nativeDesc), Utilities.GetGuidFromType(typeof(PipelineState))); } }