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GrapeCity.Documents.DX.Direct3D11.CommonShaderStageBase

Class CommonShaderStageBase

Namespace
GrapeCity.Documents.DX.Direct3D11
Assembly
GcDocs.DX.Windows.dll

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
Inheritance
object
CommonShaderStageBase
Implements
System.IDisposable
Inherited Members
object.ToString()
object.Equals(object)
object.Equals(object, object)
object.ReferenceEquals(object, object)
object.GetHashCode()
object.GetType()
object.MemberwiseClone()

Constructors

CommonShaderStageBase(IntPtr)

Initializes a new instance of the CommonShaderStageBase class.

protected CommonShaderStageBase(IntPtr pointer)

Parameters

pointer System.IntPtr

The pointer.

Fields

ConstantBufferApiSlotCount

D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT

public const int ConstantBufferApiSlotCount = 14

Field Value

int

ConstantBufferComponentBitCount

D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT

public const int ConstantBufferComponentBitCount = 32

Field Value

int

ConstantBufferComponents

D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS

public const int ConstantBufferComponents = 4

Field Value

int

ConstantBufferHwSlotCount

D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT

public const int ConstantBufferHwSlotCount = 15

Field Value

int

ConstantBufferPartialUpdateExtentsByteAlignment

D3D11_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT

public const int ConstantBufferPartialUpdateExtentsByteAlignment = 16

Field Value

int

ConstantBufferRegisterComponents

D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS

public const int ConstantBufferRegisterComponents = 4

Field Value

int

ConstantBufferRegisterCount

D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT

public const int ConstantBufferRegisterCount = 15

Field Value

int

ConstantBufferRegisterReadPorts

D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS

public const int ConstantBufferRegisterReadPorts = 1

Field Value

int

ConstantBufferRegisterReadsPerInst

D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST

public const int ConstantBufferRegisterReadsPerInst = 1

Field Value

int

FlowcontrolNestingLimit

D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT

public const int FlowcontrolNestingLimit = 64

Field Value

int

ImmediateConstantBufferRegisterComponents

D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS

public const int ImmediateConstantBufferRegisterComponents = 4

Field Value

int

ImmediateConstantBufferRegisterCount

D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT

public const int ImmediateConstantBufferRegisterCount = 1

Field Value

int

ImmediateConstantBufferRegisterReadPorts

D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS

public const int ImmediateConstantBufferRegisterReadPorts = 1

Field Value

int

ImmediateConstantBufferRegisterReadsPerInst

D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST

public const int ImmediateConstantBufferRegisterReadsPerInst = 1

Field Value

int

ImmediateValueComponentBitCount

D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT

public const int ImmediateValueComponentBitCount = 32

Field Value

int

InputResourceRegisterComponents

D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS

public const int InputResourceRegisterComponents = 1

Field Value

int

InputResourceRegisterCount

D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT

public const int InputResourceRegisterCount = 128

Field Value

int

InputResourceRegisterReadPorts

D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS

public const int InputResourceRegisterReadPorts = 1

Field Value

int

InputResourceRegisterReadsPerInst

D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST

public const int InputResourceRegisterReadsPerInst = 1

Field Value

int

InputResourceSlotCount

D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT

public const int InputResourceSlotCount = 128

Field Value

int

SamplerRegisterComponents

D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS

public const int SamplerRegisterComponents = 1

Field Value

int

SamplerRegisterCount

D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT

public const int SamplerRegisterCount = 16

Field Value

int

SamplerRegisterReadPorts

D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS

public const int SamplerRegisterReadPorts = 1

Field Value

int

SamplerRegisterReadsPerInst

D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST

public const int SamplerRegisterReadsPerInst = 1

Field Value

int

SamplerSlotCount

D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT

public const int SamplerSlotCount = 16

Field Value

int

SubRoutineNestingLimit

D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT

public const int SubRoutineNestingLimit = 32

Field Value

int

TempRegisterComponentBitCount

D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT

public const int TempRegisterComponentBitCount = 32

Field Value

int

TempRegisterComponents

D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS

public const int TempRegisterComponents = 4

Field Value

int

TempRegisterCount

D3D11_COMMONSHADER_TEMP_REGISTER_COUNT

public const int TempRegisterCount = 4096

Field Value

int

TempRegisterReadPorts

D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS

public const int TempRegisterReadPorts = 3

Field Value

int

TempRegisterReadsPerInst

D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST

public const int TempRegisterReadsPerInst = 3

Field Value

int

TextureCoordRangeReductionMaximum

D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX

public const int TextureCoordRangeReductionMaximum = 10

Field Value

int

TextureCoordRangeReductionMinimum

D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN

public const int TextureCoordRangeReductionMinimum = -10

Field Value

int

TextureElOffsetMaximumNegative

D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE

public const int TextureElOffsetMaximumNegative = -8

Field Value

int

TextureElOffsetMaximumPositive

D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE

public const int TextureElOffsetMaximumPositive = 7

Field Value

int

Methods

GetConstantBuffers(int, int)

Gets the constant buffers used by the shader stage.

public Buffer[] GetConstantBuffers(int startSlot, int count)

Parameters

startSlot int

Index into the device's zero-based array from which to begin retrieving constant buffers.

count int

Number of buffers to retrieve.

Returns

Buffer[]

An array of constant buffers.

GetSamplers(int, int)

Gets the sampler states used by the shader stage.

public SamplerState[] GetSamplers(int startSlot, int count)

Parameters

startSlot int

Index into the device's zero-based array from which to begin retrieving samplers.

count int

Number of samplers to retrieve.

Returns

SamplerState[]

An array of sampler states.

GetShaderResources(int, int)

Gets the shader resources used by the shader stage.

public ShaderResourceView[] GetShaderResources(int startSlot, int count)

Parameters

startSlot int

Index into the device's zero-based array from which to begin retrieving shader resources.

count int

Number of resources to retrieve.

Returns

ShaderResourceView[]

An array of shader resources.

SetConstantBuffer(int, Buffer)

Sets a single constant buffer to be used by the shader stage.

public void SetConstantBuffer(int slot, Buffer constantBuffer)

Parameters

slot int

Index into the device's zero-based array to which to set the constant buffer.

constantBuffer Buffer

constant buffer to set

SetConstantBuffers(int, ComArray<Buffer>)

Sets an array of constant buffers to be used by the shader stage.

public void SetConstantBuffers(int slot, ComArray<Buffer> constantBuffers)

Parameters

slot int

Index 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

SetConstantBuffers(int, params Buffer[])

Sets an array of constant buffers to be used by the shader stage.

public void SetConstantBuffers(int slot, params Buffer[] constantBuffers)

Parameters

slot int

Index 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

SetConstantBuffers(int, int, ComArray<Buffer>)

Set the constant buffers used by the shader pipeline stage.

public void SetConstantBuffers(int startSlot, int numBuffers, ComArray<Buffer> constantBuffers)

Parameters

startSlot int

Index 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 int

Number 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.

SetConstantBuffers(int, int, params Buffer[])

Set the constant buffers used by the shader pipeline stage.

public void SetConstantBuffers(int startSlot, int numBuffers, params Buffer[] constantBuffers)

Parameters

startSlot int

Index 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 int

Number 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.

SetSampler(int, SamplerState)

Sets a single sampler to be used by the shader stage.

public void SetSampler(int slot, SamplerState sampler)

Parameters

slot int

Index into the device's zero-based array to which to set the sampler.

sampler SamplerState

sampler state to set

SetSamplers(int, ComArray<SamplerState>)

Sets an array of samplers to be used by the shader stage.

public void SetSamplers(int slot, ComArray<SamplerState> samplers)

Parameters

slot int

Index 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

SetSamplers(int, params SamplerState[])

Sets an array of samplers to be used by the shader stage.

public void SetSamplers(int slot, params SamplerState[] samplers)

Parameters

slot int

Index 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

SetSamplers(int, int, ComArray<SamplerState>)

Set an array of sampler states to the shader pipeline stage.

public void SetSamplers(int startSlot, int numSamplers, ComArray<SamplerState> samplers)

Parameters

startSlot int

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).

numSamplers int

Number 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.

SetSamplers(int, int, params SamplerState[])

Set an array of sampler states to the shader pipeline stage.

public void SetSamplers(int startSlot, int numSamplers, params SamplerState[] samplers)

Parameters

startSlot int

Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).

numSamplers int

Number 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.

SetShaderResource(int, ShaderResourceView)

Sets a single shader resource to be used by the shader stage.

public void SetShaderResource(int slot, ShaderResourceView resourceView)

Parameters

slot int

Index into the device's zero-based array to which to set the resource.

resourceView ShaderResourceView

Resource view to attach

SetShaderResources(int, ComArray<ShaderResourceView>)

Bind an array of shader resources to the shader stage.

public void SetShaderResources(int startSlot, ComArray<ShaderResourceView> shaderResourceViews)

Parameters

startSlot int

Index 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.

SetShaderResources(int, params ShaderResourceView[])

Bind an array of shader resources to the shader stage.

public void SetShaderResources(int startSlot, params ShaderResourceView[] shaderResourceViews)

Parameters

startSlot int

Index 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.

SetShaderResources(int, int, ComArray<ShaderResourceView>)

Bind an array of shader resources to the shader stage.

public void SetShaderResources(int startSlot, int numViews, ComArray<ShaderResourceView> shaderResourceViewsRef)

Parameters

startSlot int

Index 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 int

Number 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.

SetShaderResources(int, int, params ShaderResourceView[])

Bind an array of shader resources to the shader stage.

public void SetShaderResources(int startSlot, int numViews, params ShaderResourceView[] shaderResourceViews)

Parameters

startSlot int

Index 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 int

Number 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.