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MAGE
v0.171.0
Matthias Advanced Game Engine
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#include <pipeline.hpp>
Classes | |
struct | CS |
struct | DS |
struct | GS |
struct | HS |
struct | IA |
struct | OM |
struct | PS |
struct | RS |
struct | SO |
struct | TS |
struct | VS |
Static Public Member Functions | |
static void | DrawAuto (ID3D11DeviceContext &device_context) noexcept |
static void | Draw (ID3D11DeviceContext &device_context, U32 nb_vertices, U32 vertex_start) noexcept |
static void | DrawInstanced (ID3D11DeviceContext &device_context, U32 nb_indices_per_instance, U32 nb_instances, U32 vertex_start, U32 instance_start=0u) noexcept |
static void | DrawIndexed (ID3D11DeviceContext &device_context, U32 nb_indices, U32 index_start, U32 index_offset=0u) noexcept |
static void | DrawIndexedInstanced (ID3D11DeviceContext &device_context, U32 nb_indices_per_instance, U32 nb_instances, U32 index_start, U32 index_offset=0u, U32 instance_start=0u) noexcept |
static void | Dispatch (ID3D11DeviceContext &device_context, U32 nb_thread_groups_x, U32 nb_thread_groups_y, U32 nb_thread_groups_z) noexcept |
static void | DrawInstancedIndirect (ID3D11DeviceContext &device_context, ID3D11Buffer &buffer, U32 byte_offset) noexcept |
static void | DrawIndexedInstancedIndirect (ID3D11DeviceContext &device_context, ID3D11Buffer &buffer, U32 byte_offset) noexcept |
static void | DispatchIndirect (ID3D11DeviceContext &device_context, ID3D11Buffer &buffer, U32 byte_offset) noexcept |
static HRESULT | Map (ID3D11DeviceContext &device_context, ID3D11Resource &resource, U32 subresource, D3D11_MAP map_type, U32 map_flags, D3D11_MAPPED_SUBRESOURCE &mapped_resource) noexcept |
static void | Unmap (ID3D11DeviceContext &device_context, ID3D11Resource &resource, U32 subresource) noexcept |
static void | UpdateSubresource (ID3D11DeviceContext &device_context, ID3D11Resource &dst_resource, U32 dst_subresource, const void *src_data, U32 src_row_pitch, U32 src_depth_pitch, const D3D11_BOX *dst_box=nullptr) noexcept |
static void | BindConstantBuffer (ID3D11DeviceContext &device_context, U32 slot, ID3D11Buffer *buffer) noexcept |
static void | BindConstantBuffers (ID3D11DeviceContext &device_context, U32 slot, U32 nb_buffers, ID3D11Buffer *const *buffers) noexcept |
static void | BindSRV (ID3D11DeviceContext &device_context, U32 slot, ID3D11ShaderResourceView *srv) noexcept |
static void | BindSRVs (ID3D11DeviceContext &device_context, U32 slot, U32 nb_srvs, ID3D11ShaderResourceView *const *srvs) noexcept |
static void | BindSampler (ID3D11DeviceContext &device_context, U32 slot, ID3D11SamplerState *sampler) noexcept |
static void | BindSamplers (ID3D11DeviceContext &device_context, U32 slot, U32 nb_samplers, ID3D11SamplerState *const *samplers) noexcept |
Static Public Attributes | |
static constexpr D3D_FEATURE_LEVEL | s_feature_levels [2] |
static U32 | s_nb_draws = 0u |
Static Private Member Functions | |
static void | OnDraw () noexcept |
The (rendering and compute) pipeline.
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staticnoexcept |
Binds a constant buffer to all shader stages.
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
. [in,out] | device_context | A reference to the device context. |
[in] | slot | The index into the device's zero-based array to set the constant buffer to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1). |
[in] | buffer | A pointer to the constant buffer. |
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staticnoexcept |
Binds an array of constant buffers to all shader stages.
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
. D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
[in,out] | device_context | A reference to the device context. |
[in] | slot | The 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). |
[in] | nb_buffers | The number of constant buffers in the array (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
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[in] | buffers | A pointer to an array of constant buffers. |
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staticnoexcept |
Binds a sampler to all shader stages.
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
. [in,out] | device_context | A reference to the device context. |
[in] | slot | The index into the device's zero-based array to set the sampler to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1). |
[in] | sampler | A pointer to the sampler. |
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staticnoexcept |
Binds an array of samplers to all shader stages.
D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
. D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
[in,out] | device_context | A reference to the device context. |
[in] | slot | The index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1). |
[in] | nb_samplers | The 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 - slot). |
[in] | samplers | A pointer to an array of samplers. |
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staticnoexcept |
Binds a shader resource view to all shader stages.
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
. [in,out] | device_context | A reference to the device context. |
[in] | slot | The index into the device's zero-based array to set the shader resource view to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). |
[in] | srv | A pointer to the shader resource view. |
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staticnoexcept |
Binds an array of shader resource views to all shaders stage.
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
. D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
[in,out] | device_context | A reference to the device context. |
[in] | slot | The index into the device's zero-based array to begin setting shader resource views to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1). |
[in] | nb_srvs | The number of shader resource views in the array. Up to a maximum of 128 slots are available for shader resource views (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - slot). |
[in] | srvs | A pointer to an array of shader resource views. |
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The supported feature levels.
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The number of draw calls