Documentation ¶
Rendered for windows/amd64
Index ¶
- Constants
- Variables
- func CreateDevice(driverType uint32, flags uint32) (*Device, *DeviceContext, uint32, error)
- func CreateDeviceAndSwapChain(driverType uint32, flags uint32, swapDesc *DXGI_SWAP_CHAIN_DESC) (*Device, *DeviceContext, *IDXGISwapChain, uint32, error)
- func IUnknownAddRef(obj unsafe.Pointer, addRefMethod uintptr)
- func IUnknownRelease(obj unsafe.Pointer, releaseMethod uintptr)
- func ReportLiveObjects() error
- type BLEND_DESC
- type BOX
- type BUFFEREX_SRV
- type BUFFER_DESC
- type BUFFER_UAV
- type BlendState
- type Buffer
- type ComputeShader
- type DEPTH_STENCILOP_DESC
- type DEPTH_STENCIL_DESC
- type DEPTH_STENCIL_VIEW_DESC_TEX2D
- type DXGI_MODE_DESC
- type DXGI_RATIONAL
- type DXGI_SAMPLE_DESC
- type DXGI_SWAP_CHAIN_DESC
- type Debug
- type DepthStencilState
- type DepthStencilView
- type Device
- func (d *Device) CheckFormatSupport(format uint32) (uint32, error)
- func (d *Device) CreateBlendState(desc *BLEND_DESC) (*BlendState, error)
- func (d *Device) CreateBuffer(desc *BUFFER_DESC, data []byte) (*Buffer, error)
- func (d *Device) CreateComputeShader(bytecode []byte) (*ComputeShader, error)
- func (d *Device) CreateDepthStencilState(desc *DEPTH_STENCIL_DESC) (*DepthStencilState, error)
- func (d *Device) CreateDepthStencilViewTEX2D(res *Resource, desc *DEPTH_STENCIL_VIEW_DESC_TEX2D) (*DepthStencilView, error)
- func (d *Device) CreateInputLayout(descs []INPUT_ELEMENT_DESC, bytecode []byte) (*InputLayout, error)
- func (d *Device) CreatePixelShader(bytecode []byte) (*PixelShader, error)
- func (d *Device) CreateRasterizerState(desc *RASTERIZER_DESC) (*RasterizerState, error)
- func (d *Device) CreateRenderTargetView(res *Resource) (*RenderTargetView, error)
- func (d *Device) CreateSamplerState(desc *SAMPLER_DESC) (*SamplerState, error)
- func (d *Device) CreateShaderResourceView(res *Resource, desc unsafe.Pointer) (*ShaderResourceView, error)
- func (d *Device) CreateTexture2D(desc *TEXTURE2D_DESC) (*Texture2D, error)
- func (d *Device) CreateUnorderedAccessView(res *Resource, desc unsafe.Pointer) (*UnorderedAccessView, error)
- func (d *Device) CreateVertexShader(bytecode []byte) (*VertexShader, error)
- func (d *Device) GetFeatureLevel() int
- func (d *Device) GetImmediateContext() *DeviceContext
- func (d *Device) ReportLiveDeviceObjects() error
- type DeviceContext
- func (c *DeviceContext) CSSetShader(s *ComputeShader)
- func (c *DeviceContext) CSSetShaderResources(startSlot uint32, s *ShaderResourceView)
- func (c *DeviceContext) CSSetUnorderedAccessViews(startSlot uint32, v *UnorderedAccessView)
- func (c *DeviceContext) ClearDepthStencilView(target *DepthStencilView, flags uint32, depth float32, stencil uint8)
- func (c *DeviceContext) ClearRenderTargetView(target *RenderTargetView, color *[4]float32)
- func (c *DeviceContext) CopySubresourceRegion(dst *Resource, dstSubresource, dstX, dstY, dstZ uint32, src *Resource, ...)
- func (c *DeviceContext) Dispatch(x, y, z uint32)
- func (c *DeviceContext) Draw(count, start uint32)
- func (c *DeviceContext) DrawIndexed(count, start uint32, base int32)
- func (c *DeviceContext) IASetIndexBuffer(buf *Buffer, format, offset uint32)
- func (c *DeviceContext) IASetInputLayout(layout *InputLayout)
- func (c *DeviceContext) IASetPrimitiveTopology(mode uint32)
- func (c *DeviceContext) IASetVertexBuffers(buf *Buffer, stride, offset uint32)
- func (c *DeviceContext) Map(resource *Resource, subResource, mapType, mapFlags uint32) (MAPPED_SUBRESOURCE, error)
- func (c *DeviceContext) OMGetRenderTargets() (*RenderTargetView, *DepthStencilView)
- func (c *DeviceContext) OMSetBlendState(state *BlendState, factor *f32color.RGBA, sampleMask uint32)
- func (c *DeviceContext) OMSetDepthStencilState(state *DepthStencilState, stencilRef uint32)
- func (c *DeviceContext) OMSetRenderTargets(target *RenderTargetView, depthStencil *DepthStencilView)
- func (c *DeviceContext) PSSetConstantBuffers(b *Buffer)
- func (c *DeviceContext) PSSetSamplers(startSlot uint32, s *SamplerState)
- func (c *DeviceContext) PSSetShader(s *PixelShader)
- func (c *DeviceContext) PSSetShaderResources(startSlot uint32, s *ShaderResourceView)
- func (c *DeviceContext) RSSetState(state *RasterizerState)
- func (c *DeviceContext) RSSetViewports(viewport *VIEWPORT)
- func (c *DeviceContext) Unmap(resource *Resource, subResource uint32)
- func (c *DeviceContext) UpdateSubresource(res *Resource, dstBox *BOX, rowPitch, depthPitch uint32, data []byte)
- func (c *DeviceContext) VSSetConstantBuffers(b *Buffer)
- func (c *DeviceContext) VSSetShader(s *VertexShader)
- type ErrorCode
- type GUID
- type IDXGIAdapter
- type IDXGIDebug
- type IDXGIDevice
- type IDXGIFactory
- type IDXGIObject
- type IDXGISwapChain
- func (s *IDXGISwapChain) GetBuffer(index int, riid *GUID) (*IUnknown, error)
- func (s *IDXGISwapChain) GetDesc() (DXGI_SWAP_CHAIN_DESC, error)
- func (s *IDXGISwapChain) Present(SyncInterval int, Flags uint32) error
- func (s *IDXGISwapChain) ResizeBuffers(buffers, width, height, newFormat, flags uint32) error
- type INPUT_ELEMENT_DESC
- type IUnknown
- type InputLayout
- type MAPPED_SUBRESOURCE
- type PixelShader
- type RASTERIZER_DESC
- type RENDER_TARGET_BLEND_DESC
- type RasterizerState
- type RenderTargetView
- type Resource
- type SAMPLER_DESC
- type SHADER_RESOURCE_VIEW_DESC
- type SHADER_RESOURCE_VIEW_DESC_BUFFEREX
- type SHADER_RESOURCE_VIEW_DESC_TEX2D
- type SUBRESOURCE_DATA
- type SamplerState
- type ShaderResourceView
- type TEX2D_DSV
- type TEX2D_SRV
- type TEX2D_UAV
- type TEXTURE2D_DESC
- type Texture2D
- type UNORDERED_ACCESS_VIEW_DESC
- type UNORDERED_ACCESS_VIEW_DESC_BUFFER
- type UNORDERED_ACCESS_VIEW_DESC_TEX2D
- type UnorderedAccessView
- type VIEWPORT
- type VertexShader
Constants ¶
View Source
const ( SDK_VERSION = 7 DRIVER_TYPE_HARDWARE = 1 DXGI_FORMAT_UNKNOWN = 0 DXGI_FORMAT_R16_FLOAT = 54 DXGI_FORMAT_R32_FLOAT = 41 DXGI_FORMAT_R32_TYPELESS = 39 DXGI_FORMAT_R32G32_FLOAT = 16 DXGI_FORMAT_R32G32B32_FLOAT = 6 DXGI_FORMAT_R32G32B32A32_FLOAT = 2 DXGI_FORMAT_R8G8B8A8_UNORM = 28 DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29 DXGI_FORMAT_R16_SINT = 59 DXGI_FORMAT_R16G16_SINT = 38 DXGI_FORMAT_R16_UINT = 57 DXGI_FORMAT_D24_UNORM_S8_UINT = 45 DXGI_FORMAT_R16G16_FLOAT = 34 DXGI_FORMAT_R16G16B16A16_FLOAT = 10 DXGI_DEBUG_RLO_SUMMARY = 0x1 DXGI_DEBUG_RLO_DETAIL = 0x2 DXGI_DEBUG_RLO_IGNORE_INTERNAL = 0x4 FORMAT_SUPPORT_TEXTURE2D = 0x20 FORMAT_SUPPORT_RENDER_TARGET = 0x4000 DXGI_USAGE_RENDER_TARGET_OUTPUT = 1 << (1 + 4) CPU_ACCESS_READ = 0x20000 MAP_READ = 1 DXGI_SWAP_EFFECT_DISCARD = 0 FEATURE_LEVEL_9_1 = 0x9100 FEATURE_LEVEL_9_3 = 0x9300 FEATURE_LEVEL_11_0 = 0xb000 USAGE_IMMUTABLE = 1 USAGE_STAGING = 3 BIND_VERTEX_BUFFER = 0x1 BIND_INDEX_BUFFER = 0x2 BIND_CONSTANT_BUFFER = 0x4 BIND_SHADER_RESOURCE = 0x8 BIND_RENDER_TARGET = 0x20 BIND_DEPTH_STENCIL = 0x40 BIND_UNORDERED_ACCESS = 0x80 PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4 PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5 FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 FILTER_MIN_MAG_MIP_POINT = 0 TEXTURE_ADDRESS_MIRROR = 2 TEXTURE_ADDRESS_CLAMP = 3 TEXTURE_ADDRESS_WRAP = 1 SRV_DIMENSION_BUFFER = 1 UAV_DIMENSION_BUFFER = 1 SRV_DIMENSION_BUFFEREX = 11 SRV_DIMENSION_TEXTURE2D = 4 UAV_DIMENSION_TEXTURE2D = 4 BUFFER_UAV_FLAG_RAW = 0x1 BUFFEREX_SRV_FLAG_RAW = 0x1 RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS = 0x20 CREATE_DEVICE_DEBUG = 0x2 FILL_SOLID = 3 CULL_NONE = 1 CLEAR_DEPTH = 0x1 CLEAR_STENCIL = 0x2 DSV_DIMENSION_TEXTURE2D = 3 DEPTH_WRITE_MASK_ALL = 1 COMPARISON_GREATER = 5 COMPARISON_GREATER_EQUAL = 7 BLEND_OP_ADD = 1 BLEND_ONE = 2 BLEND_INV_SRC_ALPHA = 6 BLEND_ZERO = 1 BLEND_DEST_COLOR = 9 BLEND_DEST_ALPHA = 7 COLOR_WRITE_ENABLE_ALL = 1 | 2 | 4 | 8 DXGI_STATUS_OCCLUDED = 0x087A0001 DXGI_ERROR_DEVICE_RESET = 0x887A0007 DXGI_ERROR_DEVICE_REMOVED = 0x887A0005 D3DDDIERR_DEVICEREMOVED = 1<<31 | 0x876<<16 | 2160 RLDO_SUMMARY = 1 RLDO_DETAIL = 2 RLDO_IGNORE_INTERNAL = 4 )
Variables ¶
View Source
var ( IID_Texture2D = GUID{0x6f15aaf2, 0xd208, 0x4e89, 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c} IID_IDXGIDebug = GUID{0x119E7452, 0xDE9E, 0x40fe, 0x88, 0x06, 0x88, 0xF9, 0x0C, 0x12, 0xB4, 0x41} IID_IDXGIDevice = GUID{0x54ec77fa, 0x1377, 0x44e6, 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c} IID_IDXGIFactory = GUID{0x7b7166ec, 0x21c7, 0x44ae, 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69} IID_ID3D11Debug = GUID{0x79cf2233, 0x7536, 0x4948, 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60} DXGI_DEBUG_ALL = GUID{0xe48ae283, 0xda80, 0x490b, 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8} )
Functions ¶
func CreateDevice ¶
func CreateDeviceAndSwapChain ¶
func CreateDeviceAndSwapChain(driverType uint32, flags uint32, swapDesc *DXGI_SWAP_CHAIN_DESC) (*Device, *DeviceContext, *IDXGISwapChain, uint32, error)
func IUnknownAddRef ¶
func IUnknownRelease ¶
func ReportLiveObjects ¶
func ReportLiveObjects() error
Types ¶
type BLEND_DESC ¶
type BLEND_DESC struct { AlphaToCoverageEnable uint32 IndependentBlendEnable uint32 RenderTarget [8]RENDER_TARGET_BLEND_DESC }
type BUFFEREX_SRV ¶
type BUFFER_DESC ¶
type BUFFER_UAV ¶
type BlendState ¶
type BlendState struct { Vtbl *struct { // contains filtered or unexported fields } }
type ComputeShader ¶
type ComputeShader struct { Vtbl *struct { // contains filtered or unexported fields } }
type DEPTH_STENCILOP_DESC ¶
type DEPTH_STENCIL_DESC ¶
type DEPTH_STENCIL_DESC struct { DepthEnable uint32 DepthWriteMask uint32 DepthFunc uint32 StencilEnable uint32 StencilReadMask uint8 StencilWriteMask uint8 FrontFace DEPTH_STENCILOP_DESC BackFace DEPTH_STENCILOP_DESC }
type DXGI_MODE_DESC ¶
type DXGI_RATIONAL ¶
type DXGI_SAMPLE_DESC ¶
type DXGI_SWAP_CHAIN_DESC ¶
type DXGI_SWAP_CHAIN_DESC struct { BufferDesc DXGI_MODE_DESC SampleDesc DXGI_SAMPLE_DESC BufferUsage uint32 BufferCount uint32 OutputWindow windows.Handle Windowed uint32 SwapEffect uint32 Flags uint32 }
type Debug ¶
type Debug struct { Vtbl *struct { SetFeatureMask uintptr GetFeatureMask uintptr SetPresentPerRenderOpDelay uintptr GetPresentPerRenderOpDelay uintptr SetSwapChain uintptr GetSwapChain uintptr ValidateContext uintptr ReportLiveDeviceObjects uintptr ValidateContextForDispatch uintptr // contains filtered or unexported fields } }
func (*Debug) ReportLiveDeviceObjects ¶
type DepthStencilState ¶
type DepthStencilState struct { Vtbl *struct { // contains filtered or unexported fields } }
type DepthStencilView ¶
type DepthStencilView struct { Vtbl *struct { // contains filtered or unexported fields } }
func CreateDepthView ¶
func CreateDepthView(d *Device, width, height, depthBits int) (*DepthStencilView, error)
type Device ¶
type Device struct { Vtbl *struct { CreateBuffer uintptr CreateTexture1D uintptr CreateTexture2D uintptr CreateTexture3D uintptr CreateShaderResourceView uintptr CreateUnorderedAccessView uintptr CreateRenderTargetView uintptr CreateDepthStencilView uintptr CreateInputLayout uintptr CreateVertexShader uintptr CreateGeometryShader uintptr CreateGeometryShaderWithStreamOutput uintptr CreatePixelShader uintptr CreateHullShader uintptr CreateDomainShader uintptr CreateComputeShader uintptr CreateClassLinkage uintptr CreateBlendState uintptr CreateDepthStencilState uintptr CreateRasterizerState uintptr CreateSamplerState uintptr CreateQuery uintptr CreatePredicate uintptr CreateCounter uintptr CreateDeferredContext uintptr OpenSharedResource uintptr CheckFormatSupport uintptr CheckMultisampleQualityLevels uintptr CheckCounterInfo uintptr CheckCounter uintptr CheckFeatureSupport uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetFeatureLevel uintptr GetCreationFlags uintptr GetDeviceRemovedReason uintptr GetImmediateContext uintptr SetExceptionMode uintptr GetExceptionMode uintptr // contains filtered or unexported fields } }
func (*Device) CheckFormatSupport ¶
func (*Device) CreateBlendState ¶
func (d *Device) CreateBlendState(desc *BLEND_DESC) (*BlendState, error)
func (*Device) CreateBuffer ¶
func (d *Device) CreateBuffer(desc *BUFFER_DESC, data []byte) (*Buffer, error)
func (*Device) CreateComputeShader ¶
func (d *Device) CreateComputeShader(bytecode []byte) (*ComputeShader, error)
func (*Device) CreateDepthStencilState ¶
func (d *Device) CreateDepthStencilState(desc *DEPTH_STENCIL_DESC) (*DepthStencilState, error)
func (*Device) CreateDepthStencilViewTEX2D ¶
func (d *Device) CreateDepthStencilViewTEX2D(res *Resource, desc *DEPTH_STENCIL_VIEW_DESC_TEX2D) (*DepthStencilView, error)
func (*Device) CreateInputLayout ¶
func (d *Device) CreateInputLayout(descs []INPUT_ELEMENT_DESC, bytecode []byte) (*InputLayout, error)
func (*Device) CreatePixelShader ¶
func (d *Device) CreatePixelShader(bytecode []byte) (*PixelShader, error)
func (*Device) CreateRasterizerState ¶
func (d *Device) CreateRasterizerState(desc *RASTERIZER_DESC) (*RasterizerState, error)
func (*Device) CreateRenderTargetView ¶
func (d *Device) CreateRenderTargetView(res *Resource) (*RenderTargetView, error)
func (*Device) CreateSamplerState ¶
func (d *Device) CreateSamplerState(desc *SAMPLER_DESC) (*SamplerState, error)
func (*Device) CreateShaderResourceView ¶
func (*Device) CreateTexture2D ¶
func (d *Device) CreateTexture2D(desc *TEXTURE2D_DESC) (*Texture2D, error)
func (*Device) CreateUnorderedAccessView ¶
func (*Device) CreateVertexShader ¶
func (d *Device) CreateVertexShader(bytecode []byte) (*VertexShader, error)
func (*Device) GetFeatureLevel ¶
func (*Device) GetImmediateContext ¶
func (d *Device) GetImmediateContext() *DeviceContext
func (*Device) ReportLiveDeviceObjects ¶
type DeviceContext ¶
type DeviceContext struct { Vtbl *struct { GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr VSSetConstantBuffers uintptr PSSetShaderResources uintptr PSSetShader uintptr PSSetSamplers uintptr VSSetShader uintptr DrawIndexed uintptr Draw uintptr Map uintptr Unmap uintptr PSSetConstantBuffers uintptr IASetInputLayout uintptr IASetVertexBuffers uintptr IASetIndexBuffer uintptr DrawIndexedInstanced uintptr DrawInstanced uintptr GSSetConstantBuffers uintptr GSSetShader uintptr IASetPrimitiveTopology uintptr VSSetShaderResources uintptr VSSetSamplers uintptr Begin uintptr End uintptr GetData uintptr SetPredication uintptr GSSetShaderResources uintptr GSSetSamplers uintptr OMSetRenderTargets uintptr OMSetRenderTargetsAndUnorderedAccessViews uintptr OMSetBlendState uintptr OMSetDepthStencilState uintptr SOSetTargets uintptr DrawAuto uintptr DrawIndexedInstancedIndirect uintptr DrawInstancedIndirect uintptr Dispatch uintptr DispatchIndirect uintptr RSSetState uintptr RSSetViewports uintptr RSSetScissorRects uintptr CopySubresourceRegion uintptr CopyResource uintptr UpdateSubresource uintptr CopyStructureCount uintptr ClearRenderTargetView uintptr ClearUnorderedAccessViewUint uintptr ClearUnorderedAccessViewFloat uintptr ClearDepthStencilView uintptr GenerateMips uintptr SetResourceMinLOD uintptr GetResourceMinLOD uintptr ResolveSubresource uintptr ExecuteCommandList uintptr HSSetShaderResources uintptr HSSetShader uintptr HSSetSamplers uintptr HSSetConstantBuffers uintptr DSSetShaderResources uintptr DSSetShader uintptr DSSetSamplers uintptr DSSetConstantBuffers uintptr CSSetShaderResources uintptr CSSetUnorderedAccessViews uintptr CSSetShader uintptr CSSetSamplers uintptr CSSetConstantBuffers uintptr VSGetConstantBuffers uintptr PSGetShaderResources uintptr PSGetShader uintptr PSGetSamplers uintptr VSGetShader uintptr PSGetConstantBuffers uintptr IAGetInputLayout uintptr IAGetVertexBuffers uintptr IAGetIndexBuffer uintptr GSGetConstantBuffers uintptr GSGetShader uintptr IAGetPrimitiveTopology uintptr VSGetShaderResources uintptr VSGetSamplers uintptr GetPredication uintptr GSGetShaderResources uintptr GSGetSamplers uintptr OMGetRenderTargets uintptr OMGetRenderTargetsAndUnorderedAccessViews uintptr OMGetBlendState uintptr OMGetDepthStencilState uintptr SOGetTargets uintptr RSGetState uintptr RSGetViewports uintptr RSGetScissorRects uintptr HSGetShaderResources uintptr HSGetShader uintptr HSGetSamplers uintptr HSGetConstantBuffers uintptr DSGetShaderResources uintptr DSGetShader uintptr DSGetSamplers uintptr DSGetConstantBuffers uintptr CSGetShaderResources uintptr CSGetUnorderedAccessViews uintptr CSGetShader uintptr CSGetSamplers uintptr CSGetConstantBuffers uintptr ClearState uintptr Flush uintptr GetType uintptr GetContextFlags uintptr FinishCommandList uintptr // contains filtered or unexported fields } }
func (*DeviceContext) CSSetShader ¶
func (c *DeviceContext) CSSetShader(s *ComputeShader)
func (*DeviceContext) CSSetShaderResources ¶
func (c *DeviceContext) CSSetShaderResources(startSlot uint32, s *ShaderResourceView)
func (*DeviceContext) CSSetUnorderedAccessViews ¶
func (c *DeviceContext) CSSetUnorderedAccessViews(startSlot uint32, v *UnorderedAccessView)
func (*DeviceContext) ClearDepthStencilView ¶
func (c *DeviceContext) ClearDepthStencilView(target *DepthStencilView, flags uint32, depth float32, stencil uint8)
func (*DeviceContext) ClearRenderTargetView ¶
func (c *DeviceContext) ClearRenderTargetView(target *RenderTargetView, color *[4]float32)
func (*DeviceContext) CopySubresourceRegion ¶
func (*DeviceContext) Dispatch ¶
func (c *DeviceContext) Dispatch(x, y, z uint32)
func (*DeviceContext) Draw ¶
func (c *DeviceContext) Draw(count, start uint32)
func (*DeviceContext) DrawIndexed ¶
func (c *DeviceContext) DrawIndexed(count, start uint32, base int32)
func (*DeviceContext) IASetIndexBuffer ¶
func (c *DeviceContext) IASetIndexBuffer(buf *Buffer, format, offset uint32)
func (*DeviceContext) IASetInputLayout ¶
func (c *DeviceContext) IASetInputLayout(layout *InputLayout)
func (*DeviceContext) IASetPrimitiveTopology ¶
func (c *DeviceContext) IASetPrimitiveTopology(mode uint32)
func (*DeviceContext) IASetVertexBuffers ¶
func (c *DeviceContext) IASetVertexBuffers(buf *Buffer, stride, offset uint32)
func (*DeviceContext) Map ¶
func (c *DeviceContext) Map(resource *Resource, subResource, mapType, mapFlags uint32) (MAPPED_SUBRESOURCE, error)
func (*DeviceContext) OMGetRenderTargets ¶
func (c *DeviceContext) OMGetRenderTargets() (*RenderTargetView, *DepthStencilView)
func (*DeviceContext) OMSetBlendState ¶
func (c *DeviceContext) OMSetBlendState(state *BlendState, factor *f32color.RGBA, sampleMask uint32)
func (*DeviceContext) OMSetDepthStencilState ¶
func (c *DeviceContext) OMSetDepthStencilState(state *DepthStencilState, stencilRef uint32)
func (*DeviceContext) OMSetRenderTargets ¶
func (c *DeviceContext) OMSetRenderTargets(target *RenderTargetView, depthStencil *DepthStencilView)
func (*DeviceContext) PSSetConstantBuffers ¶
func (c *DeviceContext) PSSetConstantBuffers(b *Buffer)
func (*DeviceContext) PSSetSamplers ¶
func (c *DeviceContext) PSSetSamplers(startSlot uint32, s *SamplerState)
func (*DeviceContext) PSSetShader ¶
func (c *DeviceContext) PSSetShader(s *PixelShader)
func (*DeviceContext) PSSetShaderResources ¶
func (c *DeviceContext) PSSetShaderResources(startSlot uint32, s *ShaderResourceView)
func (*DeviceContext) RSSetState ¶
func (c *DeviceContext) RSSetState(state *RasterizerState)
func (*DeviceContext) RSSetViewports ¶
func (c *DeviceContext) RSSetViewports(viewport *VIEWPORT)
func (*DeviceContext) Unmap ¶
func (c *DeviceContext) Unmap(resource *Resource, subResource uint32)
func (*DeviceContext) UpdateSubresource ¶
func (c *DeviceContext) UpdateSubresource(res *Resource, dstBox *BOX, rowPitch, depthPitch uint32, data []byte)
func (*DeviceContext) VSSetConstantBuffers ¶
func (c *DeviceContext) VSSetConstantBuffers(b *Buffer)
func (*DeviceContext) VSSetShader ¶
func (c *DeviceContext) VSSetShader(s *VertexShader)
type IDXGIAdapter ¶
type IDXGIDebug ¶
type IDXGIDebug struct { Vtbl *struct { ReportLiveObjects uintptr // contains filtered or unexported fields } }
func DXGIGetDebugInterface1 ¶
func DXGIGetDebugInterface1() (*IDXGIDebug, error)
func (*IDXGIDebug) ReportLiveObjects ¶
func (d *IDXGIDebug) ReportLiveObjects(guid *GUID, flags uint32)
type IDXGIDevice ¶
type IDXGIDevice struct { Vtbl *struct { SetPrivateData uintptr SetPrivateDataInterface uintptr GetPrivateData uintptr GetParent uintptr GetAdapter uintptr CreateSurface uintptr QueryResourceResidency uintptr SetGPUThreadPriority uintptr GetGPUThreadPriority uintptr // contains filtered or unexported fields } }
func (*IDXGIDevice) GetAdapter ¶
func (d *IDXGIDevice) GetAdapter() (*IDXGIAdapter, error)
type IDXGIFactory ¶
type IDXGIFactory struct { Vtbl *struct { SetPrivateData uintptr SetPrivateDataInterface uintptr GetPrivateData uintptr GetParent uintptr EnumAdapters uintptr MakeWindowAssociation uintptr GetWindowAssociation uintptr CreateSwapChain uintptr CreateSoftwareAdapter uintptr // contains filtered or unexported fields } }
func (*IDXGIFactory) CreateSwapChain ¶
func (d *IDXGIFactory) CreateSwapChain(device *IUnknown, desc *DXGI_SWAP_CHAIN_DESC) (*IDXGISwapChain, error)
type IDXGIObject ¶
type IDXGIObject struct { Vtbl *struct { SetPrivateData uintptr SetPrivateDataInterface uintptr GetPrivateData uintptr GetParent uintptr // contains filtered or unexported fields } }
func (*IDXGIObject) GetParent ¶
func (d *IDXGIObject) GetParent(guid *GUID) (*IDXGIObject, error)
type IDXGISwapChain ¶
type IDXGISwapChain struct { Vtbl *struct { SetPrivateData uintptr SetPrivateDataInterface uintptr GetPrivateData uintptr GetParent uintptr GetDevice uintptr Present uintptr GetBuffer uintptr SetFullscreenState uintptr GetFullscreenState uintptr GetDesc uintptr ResizeBuffers uintptr ResizeTarget uintptr GetContainingOutput uintptr GetFrameStatistics uintptr GetLastPresentCount uintptr // contains filtered or unexported fields } }
func CreateSwapChain ¶
func CreateSwapChain(dev *Device, hwnd windows.Handle) (*IDXGISwapChain, error)
func (*IDXGISwapChain) GetBuffer ¶
func (s *IDXGISwapChain) GetBuffer(index int, riid *GUID) (*IUnknown, error)
func (*IDXGISwapChain) GetDesc ¶
func (s *IDXGISwapChain) GetDesc() (DXGI_SWAP_CHAIN_DESC, error)
func (*IDXGISwapChain) Present ¶
func (s *IDXGISwapChain) Present(SyncInterval int, Flags uint32) error
func (*IDXGISwapChain) ResizeBuffers ¶
func (s *IDXGISwapChain) ResizeBuffers(buffers, width, height, newFormat, flags uint32) error
type INPUT_ELEMENT_DESC ¶
type InputLayout ¶
type MAPPED_SUBRESOURCE ¶
type PixelShader ¶
type PixelShader struct { Vtbl *struct { // contains filtered or unexported fields } }
type RASTERIZER_DESC ¶
type RasterizerState ¶
type RasterizerState struct { Vtbl *struct { // contains filtered or unexported fields } }
type RenderTargetView ¶
type RenderTargetView struct { Vtbl *struct { // contains filtered or unexported fields } }
type SAMPLER_DESC ¶
type SHADER_RESOURCE_VIEW_DESC_BUFFEREX ¶
type SHADER_RESOURCE_VIEW_DESC_BUFFEREX struct { SHADER_RESOURCE_VIEW_DESC Buffer BUFFEREX_SRV }
type SHADER_RESOURCE_VIEW_DESC_TEX2D ¶
type SHADER_RESOURCE_VIEW_DESC_TEX2D struct { SHADER_RESOURCE_VIEW_DESC Texture2D TEX2D_SRV }
type SUBRESOURCE_DATA ¶
type SUBRESOURCE_DATA struct {
// contains filtered or unexported fields
}
type SamplerState ¶
type SamplerState struct { Vtbl *struct { // contains filtered or unexported fields } }
type ShaderResourceView ¶
type ShaderResourceView struct { Vtbl *struct { // contains filtered or unexported fields } }
type TEXTURE2D_DESC ¶
type Texture2D ¶
type Texture2D struct { Vtbl *struct { // contains filtered or unexported fields } }
type UNORDERED_ACCESS_VIEW_DESC_BUFFER ¶
type UNORDERED_ACCESS_VIEW_DESC_BUFFER struct { UNORDERED_ACCESS_VIEW_DESC Buffer BUFFER_UAV }
type UNORDERED_ACCESS_VIEW_DESC_TEX2D ¶
type UNORDERED_ACCESS_VIEW_DESC_TEX2D struct { UNORDERED_ACCESS_VIEW_DESC Texture2D TEX2D_UAV }
type UnorderedAccessView ¶
type UnorderedAccessView struct { Vtbl *struct { // contains filtered or unexported fields } }
type VertexShader ¶
type VertexShader struct { Vtbl *struct { // contains filtered or unexported fields } }
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