void SetupRenderState(ImDrawDataPtr drawData, ID3D11DeviceContext ctx) { var viewport = new Viewport { Width = drawData.DisplaySize.X, Height = drawData.DisplaySize.Y, MinDepth = 0.0f, MaxDepth = 1.0f, }; ctx.RSSetViewports(viewport); int stride = sizeof(ImDrawVert); int offset = 0; ctx.IASetInputLayout(inputLayout); ctx.IASetVertexBuffers(0, 1, new[] { vertexBuffer }, new[] { stride }, new[] { offset }); ctx.IASetIndexBuffer(indexBuffer, sizeof(ImDrawIdx) == 2 ? Format.R16_UInt : Format.R32_UInt, 0); ctx.IASetPrimitiveTopology(PrimitiveTopology.TriangleList); ctx.VSSetShader(vertexShader); ctx.VSSetConstantBuffers(0, constantBuffer); ctx.PSSetShader(pixelShader); ctx.PSSetSamplers(0, fontSampler); ctx.GSSetShader(null); ctx.HSSetShader(null); ctx.DSSetShader(null); ctx.CSSetShader(null); ctx.OMSetBlendState(blendState); ctx.OMSetDepthStencilState(depthStencilState); ctx.RSSetState(rasterizerState); }
public static void OMSetDepthStencilState(this ID3D11DeviceContext context, ID3D11DepthStencilState depthStencilState, int stencilfRef = 0) { if (context == null) { throw new ArgumentNullException(nameof(context)); } if (depthStencilState == null) { throw new ArgumentNullException(nameof(depthStencilState)); } context.OMSetDepthStencilState(depthStencilState, (uint)stencilfRef); }
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); } } }