示例#1
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 public static extern InteropBool ResourceFactory_CreateBlendState(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     InteropBool enableBlending,
     BlendOperation blendOperation,
     IntPtr outBlendStateHandle
     );
示例#2
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 public static extern InteropBool ResourceFactory_CreateDSState(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     InteropBool enableDepthTesting,
     DepthComparisonFunction depthComparisonFunction,
     IntPtr outDepthStencilStateHandle
     );
示例#3
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 public static extern InteropBool ResourceFactory_CreateSRVToTexture2DMS(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture2DResourceHandle texture2DHandle,
     ResourceFormat format,
     IntPtr outSRVHandle
     );
示例#4
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 public static extern InteropBool ShaderManager_LoadShader(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     [MarshalAs(InteropUtils.INTEROP_STRING_TYPE)] string shaderFilePath,
     ShaderType type,
     IntPtr outShaderPtr             // ShaderHandle*
     );
示例#5
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 public static extern InteropBool ResourceFactory_CreateSRVToRawBuffer(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     BufferResourceHandle bufferHandle,
     uint firstElement,
     uint numElements,
     IntPtr outSRVHandle
     );
示例#6
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 public static extern InteropBool ShaderManager_CreateInputLayout(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     ShaderHandle vertexShaderHandle,
     InputElementDesc[] inputElementDescArr,
     uint inputElementDescArrLen,
     IntPtr outInputLayoutPtr             // InputLayoutHandle*
     );
示例#7
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 public static extern InteropBool ResourceFactory_CreateUAVToTexture2D(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture2DResourceHandle texture1DHandle,
     ResourceFormat format,
     uint mipIndex,
     IntPtr outUAVHandle
     );
 public static extern InteropBool WindowFactory_CreateWindow(
     IntPtr failReason,
     [MarshalAs(InteropUtils.INTEROP_STRING_TYPE)] string iconFilePath,
     DeviceHandle deviceHandle,
     UInt32 bufferCount,
     IntPtr outWindowHandle,
     IntPtr outWindowClosureFlagPtr             // InteropBool**
     );
示例#9
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 public static extern InteropBool ResourceFactory_CreateConstantBuffer(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     uint numBytes,
     int usage,
     int cpuUsage,
     IntPtr initialDataPtr,
     IntPtr outBufferHandle
     );
示例#10
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 public static extern InteropBool ResourceFactory_CreateRTV(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture2DResourceHandle texture2DHandle,
     uint mipIndex,
     ResourceFormat format,
     InteropBool isMultisampled,
     IntPtr outRTVHandle             // RenderTargetViewHandle*
     );
示例#11
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 public static extern InteropBool ResourceFactory_CreateSRVToTexture2DMSArray(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture2DResourceHandle texture2DHandle,
     ResourceFormat format,
     uint firstElementIndex,
     uint numElements,
     IntPtr outSRVHandle
     );
示例#12
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 public static extern InteropBool ResourceFactory_CreateDSV(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture2DResourceHandle texture2DHandle,
     uint mipIndex,
     ResourceFormat format,
     InteropBool isMultisampled,
     IntPtr outDSVHandle             // DepthStencilViewHandle*
     );
示例#13
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 public static extern InteropBool ResourceFactory_CreateSRVToTexture1D(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture1DResourceHandle texture1DHandle,
     ResourceFormat format,
     uint firstMipIndex,
     uint numMips,
     IntPtr outSRVHandle
     );
示例#14
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 public static extern InteropBool ResourceFactory_CreateVertexBuffer(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     uint vertexStructSizeBytes,
     uint numVertices,
     int usage,
     int cpuUsage,
     IntPtr initialDataPtr,
     IntPtr outBufferHandle
     );
示例#15
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 public static extern InteropBool ResourceFactory_CreateUAVToTexture3D(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     Texture3DResourceHandle texture1DHandle,
     ResourceFormat format,
     uint mipIndex,
     uint firstWCoordOffset,
     uint wCoordRange,
     IntPtr outUAVHandle
     );
示例#16
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 public static extern InteropBool ResourceFactory_CreateUAVToRawBuffer(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     BufferResourceHandle bufferHandle,
     uint firstElement,
     uint numElements,
     InteropBool appendConsume,
     InteropBool includeCounter,
     IntPtr outUAVHandle
     );
示例#17
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 public static extern InteropBool ResourceFactory_CreateRSState(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     int fillMode,
     int cullMode,
     InteropBool flipFaces,
     int depthBias,
     float depthBiasClamp,
     float slopeScaledDepthBias,
     InteropBool enableZClipping,
     IntPtr outRasterizerStateHandle
     );
示例#18
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 public static extern InteropBool ResourceFactory_CreateSSO(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     TextureFilterType filterType,
     TextureWrapMode wrapMode,
     AnisotropicFilteringLevel maxAnisotropy,
     float borderColorR,
     float borderColorG,
     float borderColorB,
     float borderColorA,
     IntPtr outSamplerStateHandle
     );
示例#19
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 public static extern InteropBool ResourceFactory_CreateBuffer(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     uint elementSizeBytes,
     uint numElements,
     int usage,
     int cpuUsage,
     PipelineBindings pipelineBindings,
     InteropBool isStructured,
     InteropBool allowRawAccess,
     IntPtr initialDataPtr,
     IntPtr outBufferHandle
     );
示例#20
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 public static extern InteropBool ResourceFactory_LoadTexture2D(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     [MarshalAs(InteropUtils.INTEROP_STRING_TYPE)] string filePath,
     InteropBool allocateMipmaps,
     int usage,
     int cpuUsage,
     PipelineBindings pipelineBindings,
     InteropBool allowMipGeneration,
     InteropBool allowLODClamping,
     IntPtr outTexture2DHandle,   // Texture2DResourceHandle*
     IntPtr outWidth,             // uint*
     IntPtr outHeight,            // uint*
     IntPtr outFormat             // ResourceFormat*
     );
示例#21
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 public static extern InteropBool ResourceFactory_CreateTexture1DArray(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     uint widthTx,
     uint numTextures,
     InteropBool allocateMipmaps,
     ResourceFormat format,
     int usage,
     int cpuUsage,
     PipelineBindings pipelineBindings,
     InteropBool allowMipGeneration,
     InteropBool allowLODClamping,
     IntPtr initialDataArrayPtr,             // InitialResourceDataDesc[]
     uint initialDataArrayLen,
     IntPtr outTexture1DHandle
     );
 public static extern InteropBool ContextFactory_CreateDeferredContext(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     IntPtr outContextPtr
     );
 public static extern InteropBool ContextFactory_GetImmediateContext(
     IntPtr failReason,
     DeviceHandle deviceHandle,
     IntPtr outContextPtr
     );
 public static extern InteropBool DeviceFactory_ReleaseDevice(
     IntPtr failReason,
     DeviceHandle deviceHandle
     );