[]
Common Shader class. Provides a common set of methods for a Shader Stage. TODO: check if usage of abstract is not introducing an unacceptable overhead...
public abstract class CommonShaderStageBase : CppObject, IDisposable
Initializes a new instance of the CommonShaderStageBase class.
protected CommonShaderStageBase(IntPtr pointer)
pointer
System.IntPtrThe pointer.
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
public const int ConstantBufferApiSlotCount = 14
D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT
public const int ConstantBufferComponentBitCount = 32
D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS
public const int ConstantBufferComponents = 4
D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT
public const int ConstantBufferHwSlotCount = 15
D3D11_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT
public const int ConstantBufferPartialUpdateExtentsByteAlignment = 16
D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS
public const int ConstantBufferRegisterComponents = 4
D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT
public const int ConstantBufferRegisterCount = 15
D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS
public const int ConstantBufferRegisterReadPorts = 1
D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST
public const int ConstantBufferRegisterReadsPerInst = 1
D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT
public const int FlowcontrolNestingLimit = 64
D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS
public const int ImmediateConstantBufferRegisterComponents = 4
D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT
public const int ImmediateConstantBufferRegisterCount = 1
D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS
public const int ImmediateConstantBufferRegisterReadPorts = 1
D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST
public const int ImmediateConstantBufferRegisterReadsPerInst = 1
D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT
public const int ImmediateValueComponentBitCount = 32
D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS
public const int InputResourceRegisterComponents = 1
D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT
public const int InputResourceRegisterCount = 128
D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS
public const int InputResourceRegisterReadPorts = 1
D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST
public const int InputResourceRegisterReadsPerInst = 1
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
public const int InputResourceSlotCount = 128
D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS
public const int SamplerRegisterComponents = 1
D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT
public const int SamplerRegisterCount = 16
D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS
public const int SamplerRegisterReadPorts = 1
D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST
public const int SamplerRegisterReadsPerInst = 1
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
public const int SamplerSlotCount = 16
D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT
public const int SubRoutineNestingLimit = 32
D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT
public const int TempRegisterComponentBitCount = 32
D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS
public const int TempRegisterComponents = 4
D3D11_COMMONSHADER_TEMP_REGISTER_COUNT
public const int TempRegisterCount = 4096
D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS
public const int TempRegisterReadPorts = 3
D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST
public const int TempRegisterReadsPerInst = 3
D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX
public const int TextureCoordRangeReductionMaximum = 10
D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN
public const int TextureCoordRangeReductionMinimum = -10
D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
public const int TextureElOffsetMaximumNegative = -8
D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
public const int TextureElOffsetMaximumPositive = 7
Gets the constant buffers used by the shader stage.
public Buffer[] GetConstantBuffers(int startSlot, int count)
startSlot
intIndex into the device's zero-based array from which to begin retrieving constant buffers.
count
intNumber of buffers to retrieve.
An array of constant buffers.
Gets the sampler states used by the shader stage.
public SamplerState[] GetSamplers(int startSlot, int count)
startSlot
intIndex into the device's zero-based array from which to begin retrieving samplers.
count
intNumber of samplers to retrieve.
An array of sampler states.
Gets the shader resources used by the shader stage.
public ShaderResourceView[] GetShaderResources(int startSlot, int count)
startSlot
intIndex into the device's zero-based array from which to begin retrieving shader resources.
count
intNumber of resources to retrieve.
An array of shader resources.
Sets a single constant buffer to be used by the shader stage.
public void SetConstantBuffer(int slot, Buffer constantBuffer)
slot
intIndex into the device's zero-based array to which to set the constant buffer.
constantBuffer
Bufferconstant buffer to set
Sets an array of constant buffers to be used by the shader stage.
public void SetConstantBuffers(int slot, ComArray<Buffer> constantBuffers)
slot
intIndex into the device's zero-based array to which to set the array of constant buffers.
constantBuffers
ComArray<Buffer>An array of constant buffer to set
Sets an array of constant buffers to be used by the shader stage.
public void SetConstantBuffers(int slot, params Buffer[] constantBuffers)
slot
intIndex into the device's zero-based array to which to set the array of constant buffers.
constantBuffers
Buffer[]An array of constant buffer to set
Set the constant buffers used by the shader pipeline stage.
public void SetConstantBuffers(int startSlot, int numBuffers, ComArray<Buffer> constantBuffers)
startSlot
intIndex into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
numBuffers
intNumber of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
constantBuffers
ComArray<Buffer>Array of constant buffers (see Buffer) being given to the device.
Set the constant buffers used by the shader pipeline stage.
public void SetConstantBuffers(int startSlot, int numBuffers, params Buffer[] constantBuffers)
startSlot
intIndex into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
numBuffers
intNumber of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
constantBuffers
Buffer[]Array of constant buffers (see Buffer) being given to the device.
Sets a single sampler to be used by the shader stage.
public void SetSampler(int slot, SamplerState sampler)
slot
intIndex into the device's zero-based array to which to set the sampler.
sampler
SamplerStatesampler state to set
Sets an array of samplers to be used by the shader stage.
public void SetSamplers(int slot, ComArray<SamplerState> samplers)
slot
intIndex into the device's zero-based array to which to set the array of sampler states.
samplers
ComArray<SamplerState>An array of sampler state to set
Sets an array of samplers to be used by the shader stage.
public void SetSamplers(int slot, params SamplerState[] samplers)
slot
intIndex into the device's zero-based array to which to set the array of sampler states.
samplers
SamplerState[]An array of sampler state to set
Set an array of sampler states to the shader pipeline stage.
public void SetSamplers(int startSlot, int numSamplers, ComArray<SamplerState> samplers)
startSlot
intIndex into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
numSamplers
intNumber of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
samplers
ComArray<SamplerState>Pointer to an array of sampler-state interfaces (see SamplerState). See Remarks.
Set an array of sampler states to the shader pipeline stage.
public void SetSamplers(int startSlot, int numSamplers, params SamplerState[] samplers)
startSlot
intIndex into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
numSamplers
intNumber of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
samplers
SamplerState[]Pointer to an array of sampler-state interfaces (see SamplerState). See Remarks.
Sets a single shader resource to be used by the shader stage.
public void SetShaderResource(int slot, ShaderResourceView resourceView)
slot
intIndex into the device's zero-based array to which to set the resource.
resourceView
ShaderResourceViewResource view to attach
Bind an array of shader resources to the shader stage.
public void SetShaderResources(int startSlot, ComArray<ShaderResourceView> shaderResourceViews)
startSlot
intIndex into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
shaderResourceViews
ComArray<ShaderResourceView>Array of {{shader resource view}} interfaces to set to the device.
Bind an array of shader resources to the shader stage.
public void SetShaderResources(int startSlot, params ShaderResourceView[] shaderResourceViews)
startSlot
intIndex into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
shaderResourceViews
ShaderResourceView[]Array of {{shader resource view}} interfaces to set to the device.
Bind an array of shader resources to the shader stage.
public void SetShaderResources(int startSlot, int numViews, ComArray<ShaderResourceView> shaderResourceViewsRef)
startSlot
intIndex into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
numViews
intNumber of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
shaderResourceViewsRef
ComArray<ShaderResourceView>Array of {{shader resource view}} interfaces to set to the device.
Bind an array of shader resources to the shader stage.
public void SetShaderResources(int startSlot, int numViews, params ShaderResourceView[] shaderResourceViews)
startSlot
intIndex into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
numViews
intNumber of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
shaderResourceViews
ShaderResourceView[]Array of {{shader resource view}} interfaces to set to the device.