public void Init(uint shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, float mipLODBias = 0, uint maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, float minLOD = 0, float maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, uint registerSpace = 0) { Init(out this, shaderRegister, filter, addressU, addressV, addressW, mipLODBias, maxAnisotropy, comparisonFunc, borderColor, minLOD, maxLOD, shaderVisibility, registerSpace); }
public void InitAsUnorderedAccessView(uint shaderRegister, uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsUnorderedAccessView(out this, shaderRegister, registerSpace, visibility); }
public static void Init([NativeTypeName("D3D12_STATIC_SAMPLER_DESC &")] out D3D12_STATIC_SAMPLER_DESC samplerDesc, uint shaderRegister, D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC, D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP, D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP, float mipLODBias = 0, uint maxAnisotropy = 16, D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL, D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, float minLOD = 0, float maxLOD = D3D12_FLOAT32_MAX, D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL, uint registerSpace = 0) { samplerDesc.ShaderRegister = shaderRegister; samplerDesc.Filter = filter; samplerDesc.AddressU = addressU; samplerDesc.AddressV = addressV; samplerDesc.AddressW = addressW; samplerDesc.MipLODBias = mipLODBias; samplerDesc.MaxAnisotropy = maxAnisotropy; samplerDesc.ComparisonFunc = comparisonFunc; samplerDesc.BorderColor = borderColor; samplerDesc.MinLOD = minLOD; samplerDesc.MaxLOD = maxLOD; samplerDesc.ShaderVisibility = shaderVisibility; samplerDesc.RegisterSpace = registerSpace; }
public void InitAsConstants(uint num32BitValues, uint shaderRegister, uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstants(out this, num32BitValues, shaderRegister, registerSpace, visibility); }
public void InitAsConstantBufferView(uint shaderRegister, uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstantBufferView(out this, shaderRegister, registerSpace, visibility); }
public static void InitAsUnorderedAccessView([NativeTypeName("D3D12_ROOT_PARAMETER &")] out D3D12_ROOT_PARAMETER rootParam, uint shaderRegister, uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam = default; rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; rootParam.ShaderVisibility = visibility; D3D12_ROOT_DESCRIPTOR.Init(out rootParam.Anonymous.Descriptor, shaderRegister, registerSpace); }
public void InitAsDescriptorTable(uint numDescriptorRanges, [NativeTypeName("const D3D12_DESCRIPTOR_RANGE *")] D3D12_DESCRIPTOR_RANGE *pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsDescriptorTable(out this, numDescriptorRanges, pDescriptorRanges, visibility); }
public static void InitAsConstants([NativeTypeName("D3D12_ROOT_PARAMETER &")] out D3D12_ROOT_PARAMETER rootParam, uint num32BitValues, uint shaderRegister, uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam = default; rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; rootParam.ShaderVisibility = visibility; D3D12_ROOT_CONSTANTS.Init(out rootParam.Anonymous.Constants, num32BitValues, shaderRegister, registerSpace); }
public static void InitAsDescriptorTable([NativeTypeName("D3D12_ROOT_PARAMETER &")] out D3D12_ROOT_PARAMETER rootParam, uint numDescriptorRanges, [NativeTypeName("const D3D12_DESCRIPTOR_RANGE *")] D3D12_DESCRIPTOR_RANGE *pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam = default; rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParam.ShaderVisibility = visibility; D3D12_ROOT_DESCRIPTOR_TABLE.Init(out rootParam.Anonymous.DescriptorTable, numDescriptorRanges, pDescriptorRanges); }
public void InitAsUnorderedAccessView([NativeTypeName("UINT")] uint shaderRegister, [NativeTypeName("UINT")] uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsUnorderedAccessView(out this, shaderRegister, registerSpace, visibility); }
public void InitAsConstants([NativeTypeName("UINT")] uint num32BitValues, [NativeTypeName("UINT")] uint shaderRegister, [NativeTypeName("UINT")] uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { InitAsConstants(out this, num32BitValues, shaderRegister, registerSpace, visibility); }
public static void InitAsShaderResourceView([NativeTypeName("D3D12_ROOT_PARAMETER1 &")] out D3D12_ROOT_PARAMETER1 rootParam, [NativeTypeName("UINT")] uint shaderRegister, [NativeTypeName("UINT")] uint registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL) { rootParam = default; rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; rootParam.ShaderVisibility = visibility; D3D12_ROOT_DESCRIPTOR1.Init(out rootParam.Anonymous.Descriptor, shaderRegister, registerSpace); }