Package d3d11.core

Source Code of d3d11.core.ID3D11DeviceContext

package d3d11.core;



import org.bridj.Pointer;
import static org.bridj.Pointer.*;
import org.bridj.ValuedEnum;
import org.bridj.ann.Array;
import org.bridj.ann.Library;
import org.bridj.ann.Runtime;
import org.bridj.ann.Virtual;
import org.bridj.cpp.com.COMRuntime;
import org.bridj.cpp.com.IID;
import org.bridj.cpp.com.RECT;

import d3d11.D3D11.D3D11_ASYNC_GETDATA_FLAG;
import d3d11.D3D11.D3D11_DEVICE_CONTEXT_TYPE;
import d3d11.D3D11.D3D11_MAP;
import d3d11.D3D11.D3D_PRIMITIVE_TOPOLOGY;
import d3d11.D3D11Exception;
import d3d11.resources.D3D11_BOX;
import d3d11.resources.D3D11_MAPPED_SUBRESOURCE;
import d3d11.resources.ID3D11Buffer;
import d3d11.resources.ID3D11Resource;
import d3d11.resources.views.ID3D11DepthStencilView;
import d3d11.resources.views.ID3D11RenderTargetView;
import d3d11.resources.views.ID3D11ShaderResourceView;
import d3d11.resources.views.ID3D11UnorderedAccessView;
import d3d11.shader.ID3D11ClassInstance;
import d3d11.shader.ID3D11ComputeShader;
import d3d11.shader.ID3D11DomainShader;
import d3d11.shader.ID3D11GeometryShader;
import d3d11.shader.ID3D11HullShader;
import d3d11.shader.ID3D11PixelShader;
import d3d11.shader.ID3D11VertexShader;
import d3d11.states.ID3D11BlendState;
import d3d11.states.ID3D11DepthStencilState;
import d3d11.states.ID3D11InputLayout;
import d3d11.states.ID3D11RasterizerState;
import d3d11.states.ID3D11SamplerState;
import dxgi.DXGI.DXGI_FORMAT;

@IID("c0bfa96c-e089-44fb-8eaf-26f8796190da")
@Library("d3d11")
@Runtime(COMRuntime.class)
public class ID3D11DeviceContext extends ID3D11DeviceChild {
  public ID3D11DeviceContext() {
    super();
  }
  public ID3D11DeviceContext(Pointer pointer) {
    super(pointer);
  }
  @Virtual(0)
  public native void VSSetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppBuffers);
  @Virtual(1)
  public native void PSSetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppViews);
  @Virtual(2)
  public native void PSSetShader(Pointer<ID3D11PixelShader> pPixelShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, int NumClassInstances);
  @Virtual(3)
  public native void PSSetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(4)
  public native void VSSetShader(Pointer<ID3D11VertexShader> pVertexShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, int NumClassInstances);
  @Virtual(5)
  public native void DrawIndexed(int IndexCount, int StartIndexLocation, int BaseVertexLocation);
  @Virtual(6)
  public native void Draw(int VertexCount, int StartVertexLocation);
 
  //@Deprecated
  @Virtual(7)
  public native int Map(Pointer<? extends ID3D11Resource> pResource, int Subresource, ValuedEnum<D3D11_MAP> MapType, int MapFlags, Pointer<D3D11_MAPPED_SUBRESOURCE> pMappedResource);
  //@Deprecated
  @Virtual(8)
  public native void Unmap(Pointer<? extends ID3D11Resource> pResource, int Subresource);

  @Virtual(9)
  public native void PSSetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
 
  //@Deprecated
  @Virtual(10)
  public native void IASetInputLayout(Pointer<ID3D11InputLayout> pLayout);
 
  @Virtual(11)
  public native void IASetVertexBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppVertexBuffers, Pointer<Integer> pStrides, Pointer<Integer> pOffsets);
  @Virtual(12)
  public native void IASetIndexBuffer(Pointer<ID3D11Buffer> pIndexBuffer, DXGI_FORMAT Format, int Offset);
  @Virtual(13)
  public native void DrawIndexedInstanced(int IndexCountPerInstance, int InstanceCount, int StartIndexLocation, int BaseVertexLocation, int StartInstanceLocation);
  @Virtual(14)
  public native void DrawInstanced(int VertexCountPerInstance, int InstanceCount, int StartVertexLocation, int StartInstanceLocation);
  @Virtual(15)
  public native void GSSetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(16)
  public native void GSSetShader(Pointer<ID3D11GeometryShader> pShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, int NumClassInstances);
  @Virtual(17)
  public native void IASetPrimitiveTopology(ValuedEnum<D3D_PRIMITIVE_TOPOLOGY> Topology);
  @Virtual(18)
  public native void VSSetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(19)
  public native void VSSetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  //@Deprecated
  @Virtual(20)
  public native void Begin(Pointer<? extends ID3D11Asynchronous> pAsync);
  //@Deprecated
  @Virtual(21)
  public native void End(Pointer<? extends ID3D11Asynchronous> pAsync);
  //@Deprecated
  @Virtual(22)
  public native int GetData(Pointer<? extends ID3D11Asynchronous> pAsync, Pointer<?> pData, int DataSize, ValuedEnum<D3D11_ASYNC_GETDATA_FLAG> GetDataFlags);
  @Virtual(23)
  public native void SetPredication(Pointer<ID3D11Predicate> pPredicate, int PredicateValue);
  @Virtual(24)
  public native int GSSetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(25)
  public native void GSSetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(26)
  public native void OMSetRenderTargets(int NumViews, Pointer<Pointer<ID3D11RenderTargetView>> ppRenderTargetViews, Pointer<ID3D11DepthStencilView> pDepthStencilView);
  @Virtual(27)
  public native void OMSetRenderTargetsAndUnorderedAccessViews(int NumRTVs, Pointer<Pointer<ID3D11RenderTargetView>> ppRenderTargetViews, Pointer<ID3D11DepthStencilView> pDepthStencilView, int UAVStartSlot, int NumUAVs, Pointer<Pointer<ID3D11UnorderedAccessView>> ppUnorderedAccessViews, int pUAVInitialCounts);
  @Virtual(28)
  public native void OMSetBlendState( Pointer<ID3D11BlendState> pBlendState, @Array(4) Pointer<Float> BlendFactor, int SampleMask);
  @Virtual(29)
  public native void OMSetDepthStencilState(Pointer<ID3D11DepthStencilState> pDepthStencilState, int StencilRef);
  @Virtual(30)
  public native void SOSetTargets(int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppSOTargets, int pOffsets);
  @Virtual(31)
  public native void DrawAuto();
  @Virtual(32)
  public native void DrawIndexedInstancedIndirect(Pointer<ID3D11Buffer> pBufferForArgs, int AlignedByteOffsetForArgs);
  @Virtual(33)
  public native void DrawInstancedIndirect(Pointer<ID3D11Buffer> pBufferForArgs, int AlignedByteOffsetForArgs);
  @Virtual(34)
  public native void Dispatch(int ThreadGroupCountX, int ThreadGroupCountY, int ThreadGroupCountZ);
  @Virtual(35)
  public native void DispatchIndirect(Pointer<ID3D11Buffer> pBufferForArgs, int AlignedByteOffsetForArgs);
  @Virtual(36)
  public native void RSSetState(Pointer<ID3D11RasterizerState> pRasterizerState);
  @Virtual(37)
  public native void RSSetViewports(int NumViewports, Pointer<D3D11_VIEWPORT> pViewports);
  @Virtual(38)
  public native void RSSetScissorRects(int NumRects, Pointer<RECT> pRects);
  @Virtual(39)
  public native void CopySubresourceRegion(Pointer<? extends ID3D11Resource> pDstResource, int DstSubresource, int DstX, int DstY, int DstZ, Pointer<ID3D11Resource> pSrcResource, int SrcSubresource, Pointer<D3D11_BOX> pSrcBox);
  @Virtual(40)
  public native void CopyResource(Pointer<? extends ID3D11Resource> pDstResource, Pointer<? extends ID3D11Resource> pSrcResource);
  @Virtual(41)
  public native void UpdateSubresource(Pointer<? extends ID3D11Resource> pDstResource, int DstSubresource, Pointer<D3D11_BOX> pDstBox, Pointer<?> pSrcData, int SrcRowPitch, int SrcDepthPitch);
  @Virtual(42)
  public native void CopyStructureCount(Pointer<ID3D11Buffer> pDstBuffer, int DstAlignedByteOffset, Pointer<ID3D11UnorderedAccessView> pSrcView);
  @Virtual(43)
  public native void ClearRenderTargetView(Pointer<ID3D11RenderTargetView> pRenderTargetView, @Array(4) Pointer<Float> ColorRGBA);
  @Virtual(44)
  public native void ClearUnorderedAccessViewUint(Pointer<ID3D11UnorderedAccessView> pUnorderedAccessView, @Array(4) Pointer<Integer> Values);
  @Virtual(45)
  public native void ClearUnorderedAccessViewFloat(Pointer<ID3D11UnorderedAccessView> pUnorderedAccessView,  @Array(4) Pointer<Float> Values);
  @Virtual(46)
  public native void ClearDepthStencilView(Pointer<ID3D11DepthStencilView> pDepthStencilView, int ClearFlags, float Depth, byte Stencil);
  @Virtual(47)
  public native void GenerateMips(Pointer<ID3D11ShaderResourceView> pShaderResourceView);
  @Virtual(48)
  public native void SetResourceMinLOD(Pointer<? extends ID3D11Resource> pResource, float MinLOD);
  @Virtual(49)
  public native float GetResourceMinLOD(Pointer<? extends ID3D11Resource> pResource);
  @Virtual(50)
  public native void ResolveSubresource(Pointer<? extends ID3D11Resource> pDstResource, int DstSubresource, Pointer<? extends ID3D11Resource> pSrcResource, int SrcSubresource, DXGI_FORMAT Format);
  @Virtual(51)
  public native void ExecuteCommandList(Pointer<ID3D11CommandList> pCommandList, int RestoreContextState);
  @Virtual(52)
  public native void HSSetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(53)
  public native void HSSetShader(Pointer<ID3D11HullShader> pHullShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, int NumClassInstances);
  @Virtual(54)
  public native void HSSetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(55)
  public native void HSSetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(56)
  public native void DSSetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(57)
  public native void DSSetShader(Pointer<ID3D11DomainShader> pDomainShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, int NumClassInstances);
  @Virtual(58)
  public native void DSSetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(59)
  public native void DSSetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(60)
  public native void CSSetShaderResources( int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(61)
  public native void CSSetUnorderedAccessViews(int StartSlot, int NumUAVs, Pointer<Pointer<ID3D11UnorderedAccessView>> ppUnorderedAccessViews,  Pointer<Integer> pUAVInitialCounts);
  @Virtual(62)
  public native void CSSetShader(Pointer<ID3D11ComputeShader> pComputeShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, int NumClassInstances);
  @Virtual(63)
  public native void CSSetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(64)
  public native void CSSetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(65)
  public native void VSGetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(66)
  public native void PSGetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(67)
  public native void PSGetShader(Pointer<Pointer<ID3D11PixelShader>> ppPixelShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances,  Pointer<Integer> pNumClassInstances);
  @Virtual(68)
  public native void PSGetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(69)
  public native void VSGetShader(Pointer<Pointer<ID3D11VertexShader>> ppVertexShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances,  Pointer<Integer> pNumClassInstances);
  @Virtual(70)
  public native void PSGetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(71)
  public native void IAGetInputLayout(Pointer<Pointer<ID3D11InputLayout>> ppInputLayout);
  @Virtual(72)
  public native void IAGetVertexBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppVertexBuffers, Pointer<Integer> pStrides, Pointer<Integer> pOffsets);
  @Virtual(73)
  public native void IAGetIndexBuffer(Pointer<Pointer<ID3D11Buffer>> pIndexBuffer, Pointer<DXGI_FORMAT> pFormat, Pointer<Integer> Offset);
  @Virtual(74)
  public native void GSGetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(75)
  public native void GSGetShader(Pointer<Pointer<ID3D11GeometryShader>> ppGeometryShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, Pointer<Integer> pNumClassInstances);
  @Virtual(76)
  public native void IAGetPrimitiveTopology(Pointer<D3D_PRIMITIVE_TOPOLOGY> pTopology);
  @Virtual(77)
  public native void VSGetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(78)
  public native void VSGetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(79)
  public native void GetPredication(Pointer<Pointer<ID3D11Predicate>> ppPredicate, Pointer<Integer> pPredicateValue);
  @Virtual(80)
  public native void GSGetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(81)
  public native void GSGetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(82)
  public native void OMGetRenderTargets(int NumViews, Pointer<Pointer<ID3D11RenderTargetView>> ppRenderTargetViews, Pointer<Pointer<ID3D11DepthStencilView>> ppDepthStencilView);
  @Virtual(83)
  public native void OMGetRenderTargetsAndUnorderedAccessViews(int NumRTVs, Pointer<Pointer<ID3D11RenderTargetView>> ppRenderTargetViews, Pointer<Pointer<ID3D11DepthStencilView>> ppDepthStencilView, int UAVStartSlot, int NumUAVs, Pointer<Pointer<ID3D11UnorderedAccessView>> ppUnorderedAccessViews);
  @Virtual(84)
  public native void OMGetBlendState(Pointer<Pointer<ID3D11BlendState>> ppBlendState, @Array(4) Pointer<Float> BlendFactor, Pointer<Integer> pSampleMask);
  @Virtual(85)
  public native void OMGetDepthStencilState(Pointer<Pointer<ID3D11DepthStencilState>> ppDepthStencilState, Pointer<Integer> pStencilRef);
  @Virtual(86)
  public native void SOGetTargets(int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppSOTargets);
  @Virtual(87)
  public native void RSGetState(Pointer<Pointer<ID3D11RasterizerState>> ppState);
  @Virtual(88)
  public native void RSGetViewports(Pointer<Integer> pNumViewports, Pointer<D3D11_VIEWPORT> pViewports);
  @Virtual(89)
  public native void RSGetScissorRects(Pointer<Integer> pNumRects, Pointer<RECT> pRects);
  @Virtual(90)
  public native void HSGetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(91)
  public native void HSGetShader(Pointer<Pointer<ID3D11HullShader>> ppHullShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, Pointer<Integer> pNumClassInstances);
  @Virtual(92)
  public native void HSGetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(93)
  public native void HSGetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(94)
  public native void DSGetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(95)
  public native void DSGetShader(Pointer<Pointer<ID3D11HullShader>> ppHullShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, Pointer<Integer> pNumClassInstances);
  @Virtual(96)
  public native void DSGetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(97)
  public native void DSGetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(98)
  public native void CSGetShaderResources(int StartSlot, int NumViews, Pointer<Pointer<ID3D11ShaderResourceView>> ppShaderResourceViews);
  @Virtual(99)
  public native void CSGetUnorderedAccessViews(int StartSlot, int NumUAVs, Pointer<Pointer<ID3D11UnorderedAccessView>> ppShaderResourceViews);
  @Virtual(100)
  public native void CSGetShader(Pointer<Pointer<ID3D11HullShader>> ppHullShader, Pointer<Pointer<ID3D11ClassInstance>> ppClassInstances, Pointer<Integer> pNumClassInstances);
  @Virtual(101)
  public native void CSGetSamplers(int StartSlot, int NumSamplers, Pointer<Pointer<ID3D11SamplerState>> ppSamplers);
  @Virtual(102)
  public native void CSGetConstantBuffers(int StartSlot, int NumBuffers, Pointer<Pointer<ID3D11Buffer>> ppConstantBuffers);
  @Virtual(103)
  public native void ClearState();
  @Virtual(104)
  public native void Flush();
  @Virtual(105)
  public native D3D11_DEVICE_CONTEXT_TYPE GetType();
  @Virtual(106)
  public native int GetContextFlags();
  @Virtual(107)
  public native int FinishCommandList(int RestoreDeferredContextState, Pointer<Pointer<ID3D11CommandList>> ppCommandList);
 
  // "Javanized methods
  public final void OMSetRenderTargets(ID3D11RenderTargetView rTView, ID3D11DepthStencilView dSView) {
    OMSetRenderTargets(1,
              rTView != null ? pointerToPointer(pointerTo(rTView)) : null,
              dSView != null ? pointerTo(dSView) : null);
  }
 
  public final void OMSetRenderTargets(ID3D11RenderTargetView[] rTViews, ID3D11DepthStencilView dSView) {
    Pointer<Pointer<ID3D11RenderTargetView>> pp = allocatePointers(ID3D11RenderTargetView.class, rTViews.length);
   
    try {
      for(int i = 0; i < rTViews.length; i++) {
        pp.set(i, pointerTo(rTViews[i]));
      }
     
      OMSetRenderTargets(rTViews.length, pp,
                dSView != null ? pointerTo(dSView) : null);
    } finally {
      pp.release();
    }
  }
 

  public final void IASetInputLayout(ID3D11InputLayout layout) {
    IASetInputLayout(pointerTo(layout));
  }
 
  public final D3D11_MAPPED_SUBRESOURCE Map(ID3D11Resource resource, int subResource, ValuedEnum<D3D11_MAP> MapType, int MapFlags) {
    D3D11_MAPPED_SUBRESOURCE mappedData = new D3D11_MAPPED_SUBRESOURCE();
//    try {
      int result = Map(pointerTo(resource), subResource, MapType, MapFlags, pointerTo(mappedData));
      if(result != 0) {
        throw new D3D11Exception("Could not map resource", result);
      }
     
      return mappedData;     
//    } finally {
//      pp.release();
//    }
  }
 
  public final void Unmap(ID3D11Resource resource, int subResource) {
    Unmap(pointerTo(resource), subResource);
  }
 
  public final void Begin(ID3D11Asynchronous async) {
    Begin(pointerTo(async));
  }
  public final void End(ID3D11Asynchronous async) {
    End(pointerTo(async));
  }

  public final void GetData(ID3D11Asynchronous pAsync, Pointer<?> pData, int DataSize, ValuedEnum<D3D11_ASYNC_GETDATA_FLAG> GetDataFlags) {
    int result = GetData(pointerTo(pAsync), pData, DataSize, GetDataFlags);
    if(result != 0) {
      throw new D3D11Exception("Could not get data from query", result);
    }
  }
 
  public final void RSSetViewport(D3D11_VIEWPORT viewport) {
    this.RSSetViewports(1, pointerTo(viewport));
  }
}
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