public void SetPixelShader(IntPtr pixelShader) => D3D11DeviceContextBindings.PSSetShader_(Handle, pixelShader, IntPtr.Zero, 0u);
public void SetVertexShader(IntPtr vertexShader) => D3D11DeviceContextBindings.VSSetShader_(Handle, vertexShader, IntPtr.Zero, 0u);
public void ClearDepthStencilView(IntPtr depthStencilView, D3D11ClearFlag clearFlags, float depth, sbyte stencil) => D3D11DeviceContextBindings.ClearDepthStencilView_(Handle, depthStencilView, clearFlags, depth, stencil);
public unsafe void OMSetRenderTargets(IntPtr *renderTargets, uint numberOfRenderTargets, IntPtr depthStencil) { D3D11DeviceContextBindings.OMSetRenderTargets_(Handle, numberOfRenderTargets, renderTargets, depthStencil); }
public void Draw(uint vertexCount, uint startLocation) { D3D11DeviceContextBindings.Draw_(Handle, vertexCount, startLocation); }
public void SetVertexBuffer(uint startSlot, IntPtr vertexBuffer, uint strides, uint offset) => D3D11DeviceContextBindings.IASetVertexBuffers_(Handle, startSlot, 1, vertexBuffer, strides, offset);