mirror of
https://github.com/amerkoleci/Vortice.Win32.git
synced 2026-01-14 16:16:04 +08:00
Direct3D11 improvements.
This commit is contained in:
@@ -8,6 +8,7 @@ namespace Win32.Graphics.Direct3D11;
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public static unsafe class ID3D11DeviceContextExtensions
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RSSetViewport<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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float x, float y, float width, float height, float minDepth = 0.0f, float maxDepth = 1.0f)
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@@ -17,6 +18,7 @@ public static unsafe class ID3D11DeviceContextExtensions
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self.RSSetViewports(1, &viewport);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RSSetViewport<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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Viewport viewport)
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@@ -25,6 +27,17 @@ public static unsafe class ID3D11DeviceContextExtensions
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self.RSSetViewports(1, &viewport);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RSSetScissorRect<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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int width, int height)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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Rect rawRect = Rect.Create(0, 0, width, height);
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self.RSSetScissorRects(1, &rawRect);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RSSetScissorRect<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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int x, int y, int width, int height)
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@@ -34,6 +47,7 @@ public static unsafe class ID3D11DeviceContextExtensions
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self.RSSetScissorRects(1, &rawRect);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RSSetScissorRect<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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Rect rect)
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@@ -42,6 +56,7 @@ public static unsafe class ID3D11DeviceContextExtensions
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self.RSSetScissorRects(1, &rect);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void OMSetBlendState<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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ID3D11BlendState* blendState)
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@@ -50,6 +65,7 @@ public static unsafe class ID3D11DeviceContextExtensions
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self.OMSetBlendState(blendState, null, D3D11_DEFAULT_SAMPLE_MASK);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void OMSetBlendState<TD3D11DeviceContext>(
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ref this TD3D11DeviceContext self,
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ID3D11BlendState* blendState, float* blendFactor)
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@@ -57,126 +73,178 @@ public static unsafe class ID3D11DeviceContextExtensions
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{
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self.OMSetBlendState(blendState, blendFactor, D3D11_DEFAULT_SAMPLE_MASK);
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}
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}
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public unsafe partial struct ID3D11DeviceContext
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{
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public void IASetVertexBuffer(int slot, ID3D11Buffer* buffer, uint stride, uint offset = 0)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void UnsetRenderTargets<TD3D11DeviceContext>(ref this TD3D11DeviceContext self)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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IASetVertexBuffers((uint)slot, 1, buffer == null ? null : &buffer, &stride, &offset);
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self.OMSetRenderTargets(0, null, null);
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}
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public void VSSetShaderResource(uint slot, ID3D11ShaderResourceView* view)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void OMSetRenderTargets<TD3D11DeviceContext>(ref this TD3D11DeviceContext self,
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ID3D11RenderTargetView* renderTargetView, ID3D11DepthStencilView* depthStencilView = null)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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VSSetShaderResources(slot, 1, view != null ? &view : null);
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}
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public void VSSetSampler(uint slot, ID3D11SamplerState* sampler)
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{
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VSSetSamplers(slot, 1, sampler != null ? &sampler : null);
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}
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public void VSSetConstantBuffer(uint slot, ID3D11Buffer* constantBuffer)
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{
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VSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
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}
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public void PSSetShaderResource(uint slot, ID3D11ShaderResourceView* view)
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{
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PSSetShaderResources(slot, 1, view != null ? &view : null);
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}
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public void PSSetSampler(uint slot, ID3D11SamplerState* sampler)
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{
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PSSetSamplers(slot, 1, sampler != null ? &sampler : null);
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}
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public void PSSetConstantBuffer(uint slot, ID3D11Buffer* constantBuffer)
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{
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PSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
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}
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public void CSSetShaderResource(uint slot, ID3D11ShaderResourceView* view)
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{
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CSSetShaderResources(slot, 1, view != null ? &view : null);
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}
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public void CSSetSampler(uint slot, ID3D11SamplerState* sampler)
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{
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CSSetSamplers(slot, 1, sampler != null ? &sampler : null);
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}
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public void CSSetConstantBuffer(uint slot, ID3D11Buffer* constantBuffer)
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{
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CSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
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}
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public void UnsetRenderTargets()
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{
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OMSetRenderTargets(0, null, null);
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}
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public void OMSetRenderTargets(ID3D11RenderTargetView* renderTargetView, ID3D11DepthStencilView* depthStencilView = null)
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{
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OMSetRenderTargets(1,
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self.OMSetRenderTargets(1,
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renderTargetView == null ? null : &renderTargetView,
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depthStencilView);
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}
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public void ClearRenderTargetView(ID3D11RenderTargetView* renderTargetView, Color4 color)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void OMSetRenderTargets<TD3D11DeviceContext>(ref this TD3D11DeviceContext self,
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ID3D11RenderTargetView*[] renderTargetViews, ID3D11DepthStencilView* depthStencilView = default)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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ClearRenderTargetView(renderTargetView, (float*)&color);
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fixed (ID3D11RenderTargetView** ppRenderTargetViews = renderTargetViews)
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{
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self.OMSetRenderTargets((uint)renderTargetViews.Length, ppRenderTargetViews, depthStencilView);
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}
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}
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public void ClearUnorderedAccessViewFloat(ID3D11UnorderedAccessView* unorderedAccessView, Color4 color)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void IASetVertexBuffer<TD3D11DeviceContext>(ref this TD3D11DeviceContext self,
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int slot, ID3D11Buffer* buffer, uint stride, uint offset = 0)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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ClearUnorderedAccessViewFloat(unorderedAccessView, (float*)&color);
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self.IASetVertexBuffers((uint)slot, 1, buffer == null ? null : &buffer, &stride, &offset);
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}
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public HResult Map(ID3D11Texture2D* resource,
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ClearRenderTargetView<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, ID3D11RenderTargetView* renderTargetView, Color4 color)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.ClearRenderTargetView(renderTargetView, (float*)&color);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ClearUnorderedAccessViewFloat<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, ID3D11UnorderedAccessView* unorderedAccessView, Color4 color)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.ClearUnorderedAccessViewFloat(unorderedAccessView, (float*)&color);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static ComPtr<ID3D11CommandList> FinishCommandList<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, bool restoreDeferredContextState = false)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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using ComPtr<ID3D11CommandList> commandList = default;
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ThrowIfFailed(self.FinishCommandList(restoreDeferredContextState, commandList.GetAddressOf()));
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return commandList.Move();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static HResult Map<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, ID3D11Texture2D* resource,
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uint mipSlice, uint arraySlice,
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MapMode mode, MapFlags flags,
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MappedSubresource* pMappedResource, out uint subresource, out uint mipSize)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out mipSize);
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return Map((ID3D11Resource*)resource, subresource, mode, flags, pMappedResource);
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return self.Map((ID3D11Resource*)resource, subresource, mode, flags, pMappedResource);
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}
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public Span<T> Map<T>(ID3D11Texture2D* resource,
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Span<T> Map<TD3D11DeviceContext, T>(ref this TD3D11DeviceContext self, ID3D11Texture2D* resource,
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uint mipSlice, uint arraySlice,
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MapMode mode = MapMode.Read, MapFlags flags = MapFlags.None) where T : unmanaged
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MapMode mode = MapMode.Read, MapFlags flags = MapFlags.None)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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where T : unmanaged
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{
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uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out uint mipSize);
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MappedSubresource mappedSubresource;
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ThrowIfFailed(Map((ID3D11Resource*)resource, subresource, mode, flags, &mappedSubresource));
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ThrowIfFailed(self.Map((ID3D11Resource*)resource, subresource, mode, flags, &mappedSubresource));
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Span<byte> source = new(mappedSubresource.pData, (int)(mipSize * mappedSubresource.RowPitch));
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return global::System.Runtime.InteropServices.MemoryMarshal.Cast<byte, T>(source);
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}
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public void Unmap(ID3D11Texture1D* resource, uint mipSlice, uint arraySlice)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Unmap<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, ID3D11Texture1D* resource, uint mipSlice, uint arraySlice)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out _);
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Unmap((ID3D11Resource*)resource, subresource);
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self.Unmap((ID3D11Resource*)resource, subresource);
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}
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public void Unmap(ID3D11Texture2D* resource, uint mipSlice, uint arraySlice)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Unmap<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, ID3D11Texture2D* resource, uint mipSlice, uint arraySlice)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out _);
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Unmap((ID3D11Resource*)resource, subresource);
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self.Unmap((ID3D11Resource*)resource, subresource);
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}
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public void Unmap(ID3D11Texture3D* resource, uint mipSlice, uint arraySlice)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Unmap<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, ID3D11Texture3D* resource, uint mipSlice, uint arraySlice)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out _);
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Unmap((ID3D11Resource*)resource, subresource);
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self.Unmap((ID3D11Resource*)resource, subresource);
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}
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public ComPtr<ID3D11CommandList> FinishCommandList(bool RestoreDeferredContextState = false)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void VSSetShaderResource<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11ShaderResourceView* view)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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using ComPtr<ID3D11CommandList> commandList = default;
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ThrowIfFailed(FinishCommandList(RestoreDeferredContextState, commandList.GetAddressOf()));
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self.VSSetShaderResources(slot, 1, view != null ? &view : null);
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}
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return commandList.Move();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void VSSetSampler<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11SamplerState* sampler)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.VSSetSamplers(slot, 1, sampler != null ? &sampler : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void VSSetConstantBuffer<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11Buffer* constantBuffer)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.VSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void PSSetShaderResource<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11ShaderResourceView* view)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.PSSetShaderResources(slot, 1, view != null ? &view : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void PSSetSampler<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11SamplerState* sampler)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.PSSetSamplers(slot, 1, sampler != null ? &sampler : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void PSSetConstantBuffer<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11Buffer* constantBuffer)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.PSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void CSSetShaderResource<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11ShaderResourceView* view)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.CSSetShaderResources(slot, 1, view != null ? &view : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void CSSetSampler<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11SamplerState* sampler)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.CSSetSamplers(slot, 1, sampler != null ? &sampler : null);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void CSSetConstantBuffer<TD3D11DeviceContext>(ref this TD3D11DeviceContext self, uint slot, ID3D11Buffer* constantBuffer)
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where TD3D11DeviceContext : unmanaged, ID3D11DeviceContext.Interface
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{
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self.CSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
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}
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}
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