Package d3d11.states

Examples of d3d11.states.ID3D11InputLayout.Release()


        ID3D10Blob errors = ppErrors.get().getNativeObject(ID3D10Blob.class);
        if(errors != null) {
          Pointer<Byte> pMessage = allocateArray(Byte.class, errors.GetBufferSize());
          errors.GetBufferPointer().copyBytesTo(pMessage, errors.GetBufferSize());
         
          errors.Release();
          throw new D3DCompilerException(pMessage.getCString(), result);
        }
      }
     
      return ppCode.get().getNativeObject(ID3D10Blob.class);
View Full Code Here


    final ID3D11InputLayout layout = device.CreateInputLayout(new D3D11_INPUT_ELEMENT_DESC[] { layoutDesc }, code);
    immediateContext.IASetInputLayout(layout);
   
    // Creating vertex shader
    final ID3D11VertexShader vs = device.CreateVertexShader(code, null);
    code.Release();
   
    // Creating pixel shader
    code = D3DCompile(shaders, null, null, null, "PS", "ps_5_0", 0, 0);
    final ID3D11PixelShader ps = device.CreatePixelShader(code, null);
    code.Release();
View Full Code Here

    code.Release();
   
    // Creating pixel shader
    code = D3DCompile(shaders, null, null, null, "PS", "ps_5_0", 0, 0);
    final ID3D11PixelShader ps = device.CreatePixelShader(code, null);
    code.Release();
   
    // Create vertex buffer
    D3D11_BUFFER_DESC bufferDesc = new D3D11_BUFFER_DESC(D3D11_BIND_VERTEX_BUFFER,
                               D3D11_USAGE_DEFAULT,
                               D3D11_CPU_ACCESS_NONE,
View Full Code Here

    final ID3D11InputLayout layout = device.CreateInputLayout(new D3D11_INPUT_ELEMENT_DESC[] { layoutDesc }, code);
    immediateContext.IASetInputLayout(layout);
   
    // Creating vertex shader
    final ID3D11VertexShader vs = device.CreateVertexShader(code, null);
    code.Release();
   
    // Creating pixel shader
    code = D3DCompile(shaders, null, null, null, "PS", "ps_5_0", 0, 0);
    final ID3D11PixelShader ps = device.CreatePixelShader(code, null);
    code.Release();
View Full Code Here

    code.Release();
   
    // Creating pixel shader
    code = D3DCompile(shaders, null, null, null, "PS", "ps_5_0", 0, 0);
    final ID3D11PixelShader ps = device.CreatePixelShader(code, null);
    code.Release();
   
    // Create vertex buffer
    D3D11_BUFFER_DESC bufferDesc = new D3D11_BUFFER_DESC(D3D11_BIND_VERTEX_BUFFER,
                               D3D11_USAGE_DEFAULT,
                               D3D11_CPU_ACCESS_NONE,
View Full Code Here

    vs.Release();
    ps.Release();
    layout.Release();
    vertexBuffer.Release();
    swapChain.Release();
    device.Release();
  }

}
View Full Code Here

    vs.Release();
    ps.Release();
    layout.Release();
    vertexBuffer.Release();
    swapChain.Release();
    device.Release();
  }

}
View Full Code Here

    }
   
    vs.Release();
    ps.Release();
    layout.Release();
    vertexBuffer.Release();
    swapChain.Release();
    device.Release();
  }

}
View Full Code Here

    dxgiDevice.Release();
    dxgiFactory.Release();
   
    ID3D11Texture2D backBuffer = swapChain.GetBuffer(0, ID3D11Texture2D.class);
    final ID3D11RenderTargetView rtView = device.CreateRenderTargetView(backBuffer, null);
    backBuffer.Release();

    immediateContext.OMSetRenderTargets(rtView, null);
    immediateContext.RSSetViewport(new D3D11_VIEWPORT(frame.getWidth(), frame.getHeight()));
   
    // Shader
View Full Code Here

    // Wait to see results
    //Thread.sleep(5000);

    // Release Swap chain and Factory
    rtView.Release();
    backBuffer.Release();   
    swapChain.Release();
    DXGIFactory.Release();
   
    // Dispose JFrame
    frame.dispose();
View Full Code Here

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.