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Vortice.Win32/src/Vortice.Win32.Graphics.Direct3D11/ID3D11DeviceContext.cs
Amer Koleci 61295b00a2 Update metadata to 39.0.18-preview
Generator: Add initial Interface generation.
2022-12-01 16:26:51 +01:00

177 lines
5.9 KiB
C#

// Copyright © Amer Koleci and Contributors.
// Licensed under the MIT License (MIT). See LICENSE in the repository root for more information.
using static Win32.Apis;
using static Win32.Graphics.Direct3D11.Apis;
namespace Win32.Graphics.Direct3D11;
public unsafe partial struct ID3D11DeviceContext
{
public void RSSetViewport(float x, float y, float width, float height, float minDepth = 0.0f, float maxDepth = 1.0f)
{
var viewport = new Viewport(x, y, width, height, minDepth, maxDepth);
RSSetViewports(1, &viewport);
}
public void RSSetViewport(Viewport viewport)
{
RSSetViewports(1, &viewport);
}
public void RSSetScissorRect(int x, int y, int width, int height)
{
RawRect rawRect = new(x, y, x + width, y + height);
RSSetScissorRects(1, &rawRect);
}
public void RSSetScissorRect(RawRect rect)
{
RSSetScissorRects(1, &rect);
}
public void OMSetBlendState(ID3D11BlendState* blendState, float* blendFactor)
{
OMSetBlendState(blendState, blendFactor, D3D11_DEFAULT_SAMPLE_MASK);
}
public void OMSetBlendState(ID3D11BlendState* blendState)
{
OMSetBlendState(blendState, null, D3D11_DEFAULT_SAMPLE_MASK);
}
public void IASetVertexBuffer(int slot, ID3D11Buffer* buffer, uint stride, uint offset = 0)
{
IASetVertexBuffers((uint)slot, 1, buffer == null ? null : &buffer, &stride, &offset);
}
public void VSSetShader(ID3D11VertexShader* shader)
{
VSSetShader(shader, null, 0);
}
public void VSSetShaderResource(uint slot, ID3D11ShaderResourceView* view)
{
VSSetShaderResources(slot, 1, view != null ? &view : null);
}
public void VSSetSampler(uint slot, ID3D11SamplerState* sampler)
{
VSSetSamplers(slot, 1, sampler != null ? &sampler : null);
}
public void VSSetConstantBuffer(uint slot, ID3D11Buffer* constantBuffer)
{
VSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
}
public void PSSetShader(ID3D11PixelShader* shader)
{
PSSetShader(shader, null, 0);
}
public void PSSetShaderResource(uint slot, ID3D11ShaderResourceView* view)
{
PSSetShaderResources(slot, 1, view != null ? &view : null);
}
public void PSSetSampler(uint slot, ID3D11SamplerState* sampler)
{
PSSetSamplers(slot, 1, sampler != null ? &sampler : null);
}
public void PSSetConstantBuffer(uint slot, ID3D11Buffer* constantBuffer)
{
PSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
}
public void CSSetShader(ID3D11ComputeShader* shader)
{
CSSetShader(shader, null, 0);
}
public void CSSetShaderResource(uint slot, ID3D11ShaderResourceView* view)
{
CSSetShaderResources(slot, 1, view != null ? &view : null);
}
public void CSSetSampler(uint slot, ID3D11SamplerState* sampler)
{
CSSetSamplers(slot, 1, sampler != null ? &sampler : null);
}
public void CSSetConstantBuffer(uint slot, ID3D11Buffer* constantBuffer)
{
CSSetConstantBuffers(slot, 1, constantBuffer != null ? &constantBuffer : null);
}
public void UnsetRenderTargets()
{
OMSetRenderTargets(0, null, null);
}
public void OMSetRenderTargets(ID3D11RenderTargetView* renderTargetView, ID3D11DepthStencilView* depthStencilView = null)
{
OMSetRenderTargets(1,
renderTargetView == null ? null : &renderTargetView,
depthStencilView);
}
public void ClearRenderTargetView(ID3D11RenderTargetView* renderTargetView, Color4 color)
{
ClearRenderTargetView(renderTargetView, (float*)&color);
}
public void ClearUnorderedAccessViewFloat(ID3D11UnorderedAccessView* unorderedAccessView, Color4 color)
{
ClearUnorderedAccessViewFloat(unorderedAccessView, (float*)&color);
}
public HResult Map(ID3D11Texture2D* resource,
uint mipSlice, uint arraySlice,
MapMode mode, MapFlags flags,
MappedSubresource* pMappedResource, out uint subresource, out uint mipSize)
{
subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out mipSize);
return Map((ID3D11Resource*)resource, subresource, mode, flags, pMappedResource);
}
public Span<T> Map<T>(ID3D11Texture2D* resource,
uint mipSlice, uint arraySlice,
MapMode mode = MapMode.Read, MapFlags flags = MapFlags.None) where T : unmanaged
{
uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out uint mipSize);
MappedSubresource mappedSubresource;
ThrowIfFailed(Map((ID3D11Resource*)resource, subresource, mode, flags, &mappedSubresource));
Span<byte> source = new(mappedSubresource.pData, (int)(mipSize * mappedSubresource.RowPitch));
return global::System.Runtime.InteropServices.MemoryMarshal.Cast<byte, T>(source);
}
public void Unmap(ID3D11Texture1D* resource, uint mipSlice, uint arraySlice)
{
uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out _);
Unmap((ID3D11Resource*)resource, subresource);
}
public void Unmap(ID3D11Texture2D* resource, uint mipSlice, uint arraySlice)
{
uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out _);
Unmap((ID3D11Resource*)resource, subresource);
}
public void Unmap(ID3D11Texture3D* resource, uint mipSlice, uint arraySlice)
{
uint subresource = resource->CalculateSubResourceIndex(mipSlice, arraySlice, out _);
Unmap((ID3D11Resource*)resource, subresource);
}
public ComPtr<ID3D11CommandList> FinishCommandList(bool RestoreDeferredContextState = false)
{
using ComPtr<ID3D11CommandList> commandList = default;
ThrowIfFailed(FinishCommandList(RestoreDeferredContextState, commandList.GetAddressOf()));
return commandList.Move();
}
}