// Copyright 2023 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package directx import ( "fmt" "runtime" "syscall" "unsafe" "golang.org/x/sys/windows" ) // Reference: // * https://github.com/wine-mirror/wine/blob/master/include/d3d11.idl const ( _D3D11_APPEND_ALIGNED_ELEMENT = 0xffffffff _D3D11_DEFAULT_STENCIL_READ_MASK = 0xff _D3D11_DEFAULT_STENCIL_WRITE_MASK = 0xff _D3D11_SDK_VERSION = 7 ) type _D3D11_BIND_FLAG int32 const ( _D3D11_BIND_VERTEX_BUFFER _D3D11_BIND_FLAG = 0x1 _D3D11_BIND_INDEX_BUFFER _D3D11_BIND_FLAG = 0x2 _D3D11_BIND_CONSTANT_BUFFER _D3D11_BIND_FLAG = 0x4 _D3D11_BIND_SHADER_RESOURCE _D3D11_BIND_FLAG = 0x8 _D3D11_BIND_STREAM_OUTPUT _D3D11_BIND_FLAG = 0x10 _D3D11_BIND_RENDER_TARGET _D3D11_BIND_FLAG = 0x20 _D3D11_BIND_DEPTH_STENCIL _D3D11_BIND_FLAG = 0x40 _D3D11_BIND_UNORDERED_ACCESS _D3D11_BIND_FLAG = 0x80 _D3D11_BIND_DECODER _D3D11_BIND_FLAG = 0x200 _D3D11_BIND_VIDEO_ENCODER _D3D11_BIND_FLAG = 0x400 ) type _D3D11_BLEND int32 const ( _D3D11_BLEND_ZERO _D3D11_BLEND = 1 _D3D11_BLEND_ONE _D3D11_BLEND = 2 _D3D11_BLEND_SRC_COLOR _D3D11_BLEND = 3 _D3D11_BLEND_INV_SRC_COLOR _D3D11_BLEND = 4 _D3D11_BLEND_SRC_ALPHA _D3D11_BLEND = 5 _D3D11_BLEND_INV_SRC_ALPHA _D3D11_BLEND = 6 _D3D11_BLEND_DEST_ALPHA _D3D11_BLEND = 7 _D3D11_BLEND_INV_DEST_ALPHA _D3D11_BLEND = 8 _D3D11_BLEND_DEST_COLOR _D3D11_BLEND = 9 _D3D11_BLEND_INV_DEST_COLOR _D3D11_BLEND = 10 _D3D11_BLEND_SRC_ALPHA_SAT _D3D11_BLEND = 11 _D3D11_BLEND_BLEND_FACTOR _D3D11_BLEND = 14 _D3D11_BLEND_INV_BLEND_FACTOR _D3D11_BLEND = 15 _D3D11_BLEND_SRC1_COLOR _D3D11_BLEND = 16 _D3D11_BLEND_INV_SRC1_COLOR _D3D11_BLEND = 17 _D3D11_BLEND_SRC1_ALPHA _D3D11_BLEND = 18 _D3D11_BLEND_INV_SRC1_ALPHA _D3D11_BLEND = 19 ) type _D3D11_BLEND_OP int32 const ( _D3D11_BLEND_OP_ADD _D3D11_BLEND_OP = 1 _D3D11_BLEND_OP_SUBTRACT _D3D11_BLEND_OP = 2 _D3D11_BLEND_OP_REV_SUBTRACT _D3D11_BLEND_OP = 3 _D3D11_BLEND_OP_MIN _D3D11_BLEND_OP = 4 _D3D11_BLEND_OP_MAX _D3D11_BLEND_OP = 5 ) type _D3D11_CLEAR_FLAG int32 const ( _D3D11_CLEAR_DEPTH _D3D11_CLEAR_FLAG = 0x1 _D3D11_CLEAR_STENCIL _D3D11_CLEAR_FLAG = 0x2 ) type _D3D11_COLOR_WRITE_ENABLE int32 const ( _D3D11_COLOR_WRITE_ENABLE_RED _D3D11_COLOR_WRITE_ENABLE = 1 _D3D11_COLOR_WRITE_ENABLE_GREEN _D3D11_COLOR_WRITE_ENABLE = 2 _D3D11_COLOR_WRITE_ENABLE_BLUE _D3D11_COLOR_WRITE_ENABLE = 4 _D3D11_COLOR_WRITE_ENABLE_ALPHA _D3D11_COLOR_WRITE_ENABLE = 8 _D3D11_COLOR_WRITE_ENABLE_ALL _D3D11_COLOR_WRITE_ENABLE = _D3D11_COLOR_WRITE_ENABLE_RED | _D3D11_COLOR_WRITE_ENABLE_GREEN | _D3D11_COLOR_WRITE_ENABLE_BLUE | _D3D11_COLOR_WRITE_ENABLE_ALPHA ) type _D3D11_COMPARISON_FUNC int32 const ( _D3D11_COMPARISON_NEVER _D3D11_COMPARISON_FUNC = 1 _D3D11_COMPARISON_LESS _D3D11_COMPARISON_FUNC = 2 _D3D11_COMPARISON_EQUAL _D3D11_COMPARISON_FUNC = 3 _D3D11_COMPARISON_LESS_EQUAL _D3D11_COMPARISON_FUNC = 4 _D3D11_COMPARISON_GREATER _D3D11_COMPARISON_FUNC = 5 _D3D11_COMPARISON_NOT_EQUAL _D3D11_COMPARISON_FUNC = 6 _D3D11_COMPARISON_GREATER_EQUAL _D3D11_COMPARISON_FUNC = 7 _D3D11_COMPARISON_ALWAYS _D3D11_COMPARISON_FUNC = 8 ) type _D3D11_CPU_ACCESS_FLAG int32 const ( _D3D11_CPU_ACCESS_WRITE _D3D11_CPU_ACCESS_FLAG = 0x10000 _D3D11_CPU_ACCESS_READ _D3D11_CPU_ACCESS_FLAG = 0x20000 ) type _D3D11_CREATE_DEVICE_FLAG int32 const ( _D3D11_CREATE_DEVICE_SINGLETHREADED _D3D11_CREATE_DEVICE_FLAG = 0x1 _D3D11_CREATE_DEVICE_DEBUG _D3D11_CREATE_DEVICE_FLAG = 0x2 _D3D11_CREATE_DEVICE_SWITCH_TO_REF _D3D11_CREATE_DEVICE_FLAG = 0x4 _D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS _D3D11_CREATE_DEVICE_FLAG = 0x8 _D3D11_CREATE_DEVICE_BGRA_SUPPORT _D3D11_CREATE_DEVICE_FLAG = 0x20 _D3D11_CREATE_DEVICE_DEBUGGABLE _D3D11_CREATE_DEVICE_FLAG = 0x40 _D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY _D3D11_CREATE_DEVICE_FLAG = 0x80 _D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT _D3D11_CREATE_DEVICE_FLAG = 0x100 _D3D11_CREATE_DEVICE_VIDEO_SUPPORT _D3D11_CREATE_DEVICE_FLAG = 0x800 ) type _D3D11_CULL_MODE int32 const ( _D3D11_CULL_NONE _D3D11_CULL_MODE = 1 _D3D11_CULL_FRONT _D3D11_CULL_MODE = 2 _D3D11_CULL_BACK _D3D11_CULL_MODE = 3 ) type _D3D11_DSV_FLAG int32 const ( _D3D11_DSV_READ_ONLY_DEPTH _D3D11_DSV_FLAG = 0x1 _D3D11_DSV_READ_ONLY_STENCIL _D3D11_DSV_FLAG = 0x2 ) type _D3D11_DEPTH_WRITE_MASK int32 const ( _D3D11_DEPTH_WRITE_MASK_ZERO _D3D11_DEPTH_WRITE_MASK = 0 _D3D11_DEPTH_WRITE_MASK_ALL _D3D11_DEPTH_WRITE_MASK = 1 ) type _D3D11_DSV_DIMENSION int32 const ( _D3D11_DSV_DIMENSION_UNKNOWN _D3D11_DSV_DIMENSION = 0 _D3D11_DSV_DIMENSION_TEXTURE1D _D3D11_DSV_DIMENSION = 1 _D3D11_DSV_DIMENSION_TEXTURE1DARRAY _D3D11_DSV_DIMENSION = 2 _D3D11_DSV_DIMENSION_TEXTURE2D _D3D11_DSV_DIMENSION = 3 _D3D11_DSV_DIMENSION_TEXTURE2DARRAY _D3D11_DSV_DIMENSION = 4 _D3D11_DSV_DIMENSION_TEXTURE2DMS _D3D11_DSV_DIMENSION = 5 _D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY _D3D11_DSV_DIMENSION = 6 ) type _D3D11_FILL_MODE int32 const ( _D3D11_FILL_WIREFRAME _D3D11_FILL_MODE = 2 _D3D11_FILL_SOLID _D3D11_FILL_MODE = 3 ) type _D3D11_FILTER int32 const ( _D3D11_FILTER_MIN_MAG_MIP_POINT _D3D11_FILTER = 0 ) type _D3D11_INPUT_CLASSIFICATION int32 const ( _D3D11_INPUT_PER_VERTEX_DATA _D3D11_INPUT_CLASSIFICATION = 0 _D3D11_INPUT_PER_INSTANCE_DATA _D3D11_INPUT_CLASSIFICATION = 1 ) type _D3D11_MAP int32 const ( _D3D11_MAP_READ _D3D11_MAP = 1 _D3D11_MAP_WRITE _D3D11_MAP = 2 _D3D11_MAP_READ_WRITE _D3D11_MAP = 3 _D3D11_MAP_WRITE_DISCARD _D3D11_MAP = 4 _D3D11_MAP_WRITE_NO_OVERWRITE _D3D11_MAP = 5 ) type _D3D11_MAP_FLAG int32 const ( _D3D11_MAP_FLAG_DO_NOT_WAIT _D3D11_MAP_FLAG = 0x100000 ) type _D3D11_PRIMITIVE_TOPOLOGY int32 const ( _D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST _D3D11_PRIMITIVE_TOPOLOGY = 4 ) type _D3D11_RTV_DIMENSION int32 const ( _D3D11_RTV_DIMENSION_UNKNOWN _D3D11_RTV_DIMENSION = 0 _D3D11_RTV_DIMENSION_BUFFER _D3D11_RTV_DIMENSION = 1 _D3D11_RTV_DIMENSION_TEXTURE1D _D3D11_RTV_DIMENSION = 2 _D3D11_RTV_DIMENSION_TEXTURE1DARRAY _D3D11_RTV_DIMENSION = 3 _D3D11_RTV_DIMENSION_TEXTURE2D _D3D11_RTV_DIMENSION = 4 _D3D11_RTV_DIMENSION_TEXTURE2DARRAY _D3D11_RTV_DIMENSION = 5 _D3D11_RTV_DIMENSION_TEXTURE2DMS _D3D11_RTV_DIMENSION = 6 _D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY _D3D11_RTV_DIMENSION = 7 _D3D11_RTV_DIMENSION_TEXTURE3D _D3D11_RTV_DIMENSION = 8 ) type _D3D11_RESOURCE_MISC_FLAG int32 const ( _D3D11_RESOURCE_MISC_GENERATE_MIPS _D3D11_RESOURCE_MISC_FLAG = 0x1 _D3D11_RESOURCE_MISC_SHARED _D3D11_RESOURCE_MISC_FLAG = 0x2 _D3D11_RESOURCE_MISC_TEXTURECUBE _D3D11_RESOURCE_MISC_FLAG = 0x4 _D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS _D3D11_RESOURCE_MISC_FLAG = 0x10 _D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS _D3D11_RESOURCE_MISC_FLAG = 0x20 _D3D11_RESOURCE_MISC_BUFFER_STRUCTURED _D3D11_RESOURCE_MISC_FLAG = 0x40 _D3D11_RESOURCE_MISC_RESOURCE_CLAMP _D3D11_RESOURCE_MISC_FLAG = 0x80 _D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX _D3D11_RESOURCE_MISC_FLAG = 0x100 _D3D11_RESOURCE_MISC_GDI_COMPATIBLE _D3D11_RESOURCE_MISC_FLAG = 0x200 _D3D11_RESOURCE_MISC_SHARED_NTHANDLE _D3D11_RESOURCE_MISC_FLAG = 0x800 _D3D11_RESOURCE_MISC_RESTRICTED_CONTENT _D3D11_RESOURCE_MISC_FLAG = 0x1000 _D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE _D3D11_RESOURCE_MISC_FLAG = 0x2000 _D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER _D3D11_RESOURCE_MISC_FLAG = 0x4000 _D3D11_RESOURCE_MISC_GUARDED _D3D11_RESOURCE_MISC_FLAG = 0x8000 _D3D11_RESOURCE_MISC_TILE_POOL _D3D11_RESOURCE_MISC_FLAG = 0x20000 _D3D11_RESOURCE_MISC_TILED _D3D11_RESOURCE_MISC_FLAG = 0x40000 _D3D11_RESOURCE_MISC_HW_PROTECTED _D3D11_RESOURCE_MISC_FLAG = 0x80000 _D3D11_RESOURCE_MISC_SHARED_DISPLAYABLE _D3D11_RESOURCE_MISC_FLAG = 0x100000 _D3D11_RESOURCE_MISC_SHARED_EXCLUSIVE_WRITER _D3D11_RESOURCE_MISC_FLAG = 0x200000 ) type _D3D11_SRV_DIMENSION int32 const ( _D3D11_SRV_DIMENSION_UNKNOWN _D3D11_SRV_DIMENSION = 0 _D3D11_SRV_DIMENSION_BUFFER _D3D11_SRV_DIMENSION = 1 _D3D11_SRV_DIMENSION_TEXTURE1D _D3D11_SRV_DIMENSION = 2 _D3D11_SRV_DIMENSION_TEXTURE1DARRAY _D3D11_SRV_DIMENSION = 3 _D3D11_SRV_DIMENSION_TEXTURE2D _D3D11_SRV_DIMENSION = 4 _D3D11_SRV_DIMENSION_TEXTURE2DARRAY _D3D11_SRV_DIMENSION = 5 _D3D11_SRV_DIMENSION_TEXTURE2DMS _D3D11_SRV_DIMENSION = 6 _D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY _D3D11_SRV_DIMENSION = 7 _D3D11_SRV_DIMENSION_TEXTURE3D _D3D11_SRV_DIMENSION = 8 _D3D11_SRV_DIMENSION_TEXTURECUBE _D3D11_SRV_DIMENSION = 9 _D3D11_SRV_DIMENSION_TEXTURECUBEARRAY _D3D11_SRV_DIMENSION = 10 _D3D11_SRV_DIMENSION_BUFFEREX _D3D11_SRV_DIMENSION = 11 ) type _D3D11_STENCIL_OP int32 const ( _D3D11_STENCIL_OP_KEEP _D3D11_STENCIL_OP = 1 _D3D11_STENCIL_OP_ZERO _D3D11_STENCIL_OP = 2 _D3D11_STENCIL_OP_REPLACE _D3D11_STENCIL_OP = 3 _D3D11_STENCIL_OP_INCR_SAT _D3D11_STENCIL_OP = 4 _D3D11_STENCIL_OP_DECR_SAT _D3D11_STENCIL_OP = 5 _D3D11_STENCIL_OP_INVERT _D3D11_STENCIL_OP = 6 _D3D11_STENCIL_OP_INCR _D3D11_STENCIL_OP = 7 _D3D11_STENCIL_OP_DECR _D3D11_STENCIL_OP = 8 ) type _D3D11_TEXTURE_ADDRESS_MODE int32 const ( _D3D11_TEXTURE_ADDRESS_WRAP _D3D11_TEXTURE_ADDRESS_MODE = 1 _D3D11_TEXTURE_ADDRESS_MIRROR _D3D11_TEXTURE_ADDRESS_MODE = 2 _D3D11_TEXTURE_ADDRESS_CLAMP _D3D11_TEXTURE_ADDRESS_MODE = 3 _D3D11_TEXTURE_ADDRESS_BORDER _D3D11_TEXTURE_ADDRESS_MODE = 4 _D3D11_TEXTURE_ADDRESS_MIRROR_ONCE _D3D11_TEXTURE_ADDRESS_MODE = 5 ) type _D3D11_USAGE int32 const ( _D3D11_USAGE_DEFAULT _D3D11_USAGE = 0 _D3D11_USAGE_IMMUTABLE _D3D11_USAGE = 1 _D3D11_USAGE_DYNAMIC _D3D11_USAGE = 2 _D3D11_USAGE_STAGING _D3D11_USAGE = 3 ) var ( _IID_ID3D11Texture2D = windows.GUID{Data1: 0x6f15aaf2, Data2: 0xd208, Data3: 0x4e89, Data4: [...]byte{0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c}} ) type _D3D11_BLEND_DESC struct { AlphaToCoverageEnable _BOOL IndependentBlendEnable _BOOL RenderTarget [8]_D3D11_RENDER_TARGET_BLEND_DESC } type _D3D11_BOX struct { left uint32 top uint32 front uint32 right uint32 bottom uint32 back uint32 } type _D3D11_BUFFER_DESC struct { ByteWidth uint32 Usage _D3D11_USAGE BindFlags uint32 CPUAccessFlags uint32 MiscFlags uint32 StructureByteStride uint32 } type _D3D11_DEPTH_STENCIL_DESC struct { DepthEnable _BOOL DepthWriteMask _D3D11_DEPTH_WRITE_MASK DepthFunc _D3D11_COMPARISON_FUNC StencilEnable _BOOL StencilReadMask uint8 StencilWriteMask uint8 FrontFace _D3D11_DEPTH_STENCILOP_DESC BackFace _D3D11_DEPTH_STENCILOP_DESC } type _D3D11_DEPTH_STENCIL_VIEW_DESC struct { Format _DXGI_FORMAT ViewDimension _D3D11_DSV_DIMENSION Flags uint32 _ [3]uint32 } type _D3D11_DEPTH_STENCILOP_DESC struct { StencilFailOp _D3D11_STENCIL_OP StencilDepthFailOp _D3D11_STENCIL_OP StencilPassOp _D3D11_STENCIL_OP StencilFunc _D3D11_COMPARISON_FUNC } type _D3D11_INPUT_ELEMENT_DESC struct { SemanticName *byte SemanticIndex uint32 Format _DXGI_FORMAT InputSlot uint32 AlignedByteOffset uint32 InputSlotClass _D3D11_INPUT_CLASSIFICATION InstanceDataStepRate uint32 } type _D3D11_MAPPED_SUBRESOURCE struct { pData unsafe.Pointer RowPitch uint32 DepthPitch uint32 } type _D3D11_RECT struct { left int32 top int32 right int32 bottom int32 } type _D3D11_RASTERIZER_DESC struct { FillMode _D3D11_FILL_MODE CullMode _D3D11_CULL_MODE FrontCounterClockwise _BOOL DepthBias int32 DepthBiasClamp float32 SlopeScaledDepthBias float32 DepthClipEnable _BOOL ScissorEnable _BOOL MultisampleEnable _BOOL AntialiasedLineEnable _BOOL } type _D3D11_RENDER_TARGET_BLEND_DESC struct { BlendEnable _BOOL SrcBlend _D3D11_BLEND DestBlend _D3D11_BLEND BlendOp _D3D11_BLEND_OP SrcBlendAlpha _D3D11_BLEND DestBlendAlpha _D3D11_BLEND BlendOpAlpha _D3D11_BLEND_OP RenderTargetWriteMask uint8 } type _D3D11_RENDER_TARGET_VIEW_DESC struct { Format _DXGI_FORMAT ViewDimension _D3D11_RTV_DIMENSION _ [3]uint32 } type _D3D11_SAMPLER_DESC struct { Filter _D3D11_FILTER AddressU _D3D11_TEXTURE_ADDRESS_MODE AddressV _D3D11_TEXTURE_ADDRESS_MODE AddressW _D3D11_TEXTURE_ADDRESS_MODE MipLODBias float32 MaxAnisotropy uint32 ComparisonFunc _D3D11_COMPARISON_FUNC BorderColor [4]float32 MinLOD float32 MaxLOD float32 } type _D3D11_SHADER_RESOURCE_VIEW_DESC struct { Format _DXGI_FORMAT ViewDimension _D3D11_SRV_DIMENSION _ [4]uint32 } type _D3D11_SUBRESOURCE_DATA struct { pSysMem unsafe.Pointer SysMemPitch uint32 SysMemSlicePitch uint32 } type _D3D11_TEXTURE2D_DESC struct { Width uint32 Height uint32 MipLevels uint32 ArraySize uint32 Format _DXGI_FORMAT SampleDesc _DXGI_SAMPLE_DESC Usage _D3D11_USAGE BindFlags uint32 CPUAccessFlags uint32 MiscFlags uint32 } type _D3D11_VIEWPORT struct { TopLeftX float32 TopLeftY float32 Width float32 Height float32 MinDepth float32 MaxDepth float32 } var ( d3d11 = windows.NewLazySystemDLL("d3d11.dll") procD3D11CreateDevice = d3d11.NewProc("D3D11CreateDevice") ) func _D3D11CreateDevice(pAdapter unsafe.Pointer, driverType _D3D_DRIVER_TYPE, software windows.Handle, flags uint32, featureLevels []_D3D_FEATURE_LEVEL, createDevice bool, createImmediateContext bool) (unsafe.Pointer, _D3D_FEATURE_LEVEL, unsafe.Pointer, error) { var pFeatureLevels *_D3D_FEATURE_LEVEL if len(featureLevels) > 0 { pFeatureLevels = &featureLevels[0] } var device unsafe.Pointer var pDevice *unsafe.Pointer if createDevice { pDevice = &device } var featureLevel _D3D_FEATURE_LEVEL var immediateContext unsafe.Pointer var pImmediateContext *unsafe.Pointer if createImmediateContext { pImmediateContext = &immediateContext } r, _, _ := procD3D11CreateDevice.Call(uintptr(pAdapter), uintptr(driverType), uintptr(software), uintptr(flags), uintptr(unsafe.Pointer(pFeatureLevels)), uintptr(len(featureLevels)), _D3D11_SDK_VERSION, uintptr(unsafe.Pointer(pDevice)), uintptr(unsafe.Pointer(&featureLevel)), uintptr(unsafe.Pointer(pImmediateContext))) if device == nil && uint32(r) != uint32(windows.S_FALSE) { return nil, 0, nil, fmt.Errorf("directx: D3D11CreateDevice failed: %w", handleError(windows.Handle(uint32(r)))) } if device != nil && uint32(r) != uint32(windows.S_OK) { return nil, 0, nil, fmt.Errorf("directx: D3D11CreateDevice failed: %w", handleError(windows.Handle(uint32(r)))) } return device, featureLevel, immediateContext, nil } type _ID3D11BlendState struct { vtbl *_ID3D11BlendState_Vtbl } type _ID3D11BlendState_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetDesc uintptr } func (i *_ID3D11BlendState) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11Buffer struct { vtbl *_ID3D11Buffer_Vtbl } type _ID3D11Buffer_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr // ID3D11Resource GetType uintptr SetEvictionPriority uintptr GetEvictionPriority uintptr GetDesc uintptr } func (i *_ID3D11Buffer) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11ClassInstance struct { vtbl *_ID3D11ClassInstance_Vtbl } type _ID3D11ClassInstance_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetClassLinkage uintptr GetDesc uintptr GetInstanceName uintptr GetTypeName uintptr } type _ID3D11ClassLinkage struct { vtbl *_ID3D11ClassLinkage } type _ID3D11ClassLinkage_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetClassInstance uintptr CreateClassInstance uintptr } type _ID3D11DepthStencilState struct { vtbl *_ID3D11DepthStencilState_Vtbl } type _ID3D11DepthStencilState_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetDesc uintptr } type _ID3D11DepthStencilView struct { vtbl *_ID3D11DepthStencilView_Vtbl } type _ID3D11DepthStencilView_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr // ID3D11View GetResource uintptr GetDesc uintptr } func (i *_ID3D11DepthStencilView) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11Device struct { vtbl *_ID3D11Device_Vtbl } type _ID3D11Device_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr 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 } func (i *_ID3D11Device) CreateBlendState(pBlendStateDesc *_D3D11_BLEND_DESC) (*_ID3D11BlendState, error) { var blendState *_ID3D11BlendState r, _, _ := syscall.Syscall(i.vtbl.CreateBlendState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pBlendStateDesc)), uintptr(unsafe.Pointer(&blendState))) runtime.KeepAlive(pBlendStateDesc) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateBlendState failed: %w", handleError(windows.Handle(uint32(r)))) } return blendState, nil } func (i *_ID3D11Device) CreateBuffer(pDesc *_D3D11_BUFFER_DESC, pInitialData *_D3D11_SUBRESOURCE_DATA) (*_ID3D11Buffer, error) { if pDesc.BindFlags&uint32(_D3D11_BIND_CONSTANT_BUFFER) != 0 && pDesc.ByteWidth%16 != 0 { return nil, fmt.Errorf("directx: ByteLength for a constant buffer must be multiples of 16 but was %d at ID3D11Device::CreateBuffer", pDesc.ByteWidth) } var buffer *_ID3D11Buffer r, _, _ := syscall.Syscall6(i.vtbl.CreateBuffer, 4, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pDesc)), uintptr(unsafe.Pointer(pInitialData)), uintptr(unsafe.Pointer(&buffer)), 0, 0) runtime.KeepAlive(pDesc) runtime.KeepAlive(pInitialData) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateBuffer failed: %w", handleError(windows.Handle(uint32(r)))) } return buffer, nil } func (i *_ID3D11Device) CreateDepthStencilState(pDepthStencilDesc *_D3D11_DEPTH_STENCIL_DESC) (*_ID3D11DepthStencilState, error) { var dss *_ID3D11DepthStencilState r, _, _ := syscall.Syscall(i.vtbl.CreateDepthStencilState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pDepthStencilDesc)), uintptr(unsafe.Pointer(&dss))) runtime.KeepAlive(pDepthStencilDesc) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateDepthStencilState failed: %w", handleError(windows.Handle(uint32(r)))) } return dss, nil } func (i *_ID3D11Device) CreateDepthStencilView(pResource unsafe.Pointer, pDesc *_D3D11_DEPTH_STENCIL_VIEW_DESC) (*_ID3D11DepthStencilView, error) { var dsv *_ID3D11DepthStencilView r, _, _ := syscall.Syscall6(i.vtbl.CreateDepthStencilView, 4, uintptr(unsafe.Pointer(i)), uintptr(pResource), uintptr(unsafe.Pointer(pDesc)), uintptr(unsafe.Pointer(&dsv)), 0, 0) runtime.KeepAlive(pResource) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateDepthStencilView failed: %w", handleError(windows.Handle(uint32(r)))) } return dsv, nil } func (i *_ID3D11Device) CreateInputLayout(inputElementDescs []_D3D11_INPUT_ELEMENT_DESC, pShaderBytecodeWithInputSignature unsafe.Pointer, bytecodeLength uintptr) (*_ID3D11InputLayout, error) { var inputLayout *_ID3D11InputLayout var pInputElementDescs *_D3D11_INPUT_ELEMENT_DESC if len(inputElementDescs) > 0 { pInputElementDescs = &inputElementDescs[0] } r, _, _ := syscall.Syscall6(i.vtbl.CreateInputLayout, 6, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pInputElementDescs)), uintptr(len(inputElementDescs)), uintptr(pShaderBytecodeWithInputSignature), bytecodeLength, uintptr(unsafe.Pointer(&inputLayout))) runtime.KeepAlive(pInputElementDescs) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateInputLayout failed: %w", handleError(windows.Handle(uint32(r)))) } return inputLayout, nil } func (i *_ID3D11Device) CreatePixelShader(pShaderBytecode unsafe.Pointer, bytecodeLength uintptr, pClassLinkage *_ID3D11ClassLinkage) (*_ID3D11PixelShader, error) { var pixelShader *_ID3D11PixelShader r, _, _ := syscall.Syscall6(i.vtbl.CreatePixelShader, 5, uintptr(unsafe.Pointer(i)), uintptr(pShaderBytecode), bytecodeLength, uintptr(unsafe.Pointer(pClassLinkage)), uintptr(unsafe.Pointer(&pixelShader)), 0) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreatePixelShader failed: %w", handleError(windows.Handle(uint32(r)))) } return pixelShader, nil } func (i *_ID3D11Device) CreateRasterizerState(pRasterizerDesc *_D3D11_RASTERIZER_DESC) (*_ID3D11RasterizerState, error) { var rs *_ID3D11RasterizerState r, _, _ := syscall.Syscall(i.vtbl.CreateRasterizerState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pRasterizerDesc)), uintptr(unsafe.Pointer(&rs))) runtime.KeepAlive(pRasterizerDesc) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateRasterizerState failed: %w", handleError(windows.Handle(uint32(r)))) } return rs, nil } func (i *_ID3D11Device) CreateRenderTargetView(pResource unsafe.Pointer, pDesc *_D3D11_RENDER_TARGET_VIEW_DESC) (*_ID3D11RenderTargetView, error) { var rtView *_ID3D11RenderTargetView r, _, _ := syscall.Syscall6(i.vtbl.CreateRenderTargetView, 4, uintptr(unsafe.Pointer(i)), uintptr(pResource), uintptr(unsafe.Pointer(pDesc)), uintptr(unsafe.Pointer(&rtView)), 0, 0) runtime.KeepAlive(pResource) runtime.KeepAlive(pDesc) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateRenderTargetView failed: %w", handleError(windows.Handle(uint32(r)))) } return rtView, nil } func (i *_ID3D11Device) CreateSamplerState(pSamplerDesc *_D3D11_SAMPLER_DESC) (*_ID3D11SamplerState, error) { var samplerState *_ID3D11SamplerState r, _, _ := syscall.Syscall(i.vtbl.CreateSamplerState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pSamplerDesc)), uintptr(unsafe.Pointer(&samplerState))) runtime.KeepAlive(pSamplerDesc) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateSamplerState failed: %w", handleError(windows.Handle(uint32(r)))) } return samplerState, nil } func (i *_ID3D11Device) CreateShaderResourceView(pResource unsafe.Pointer, pDesc *_D3D11_SHADER_RESOURCE_VIEW_DESC) (*_ID3D11ShaderResourceView, error) { var srView *_ID3D11ShaderResourceView r, _, _ := syscall.Syscall6(i.vtbl.CreateShaderResourceView, 4, uintptr(unsafe.Pointer(i)), uintptr(pResource), uintptr(unsafe.Pointer(pDesc)), uintptr(unsafe.Pointer(&srView)), 0, 0) runtime.KeepAlive(pResource) runtime.KeepAlive(pDesc) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateShaderResourceView failed: %w", handleError(windows.Handle(uint32(r)))) } return srView, nil } func (i *_ID3D11Device) CreateTexture2D(pDesc *_D3D11_TEXTURE2D_DESC, pInitialData *_D3D11_SUBRESOURCE_DATA) (*_ID3D11Texture2D, error) { var texture *_ID3D11Texture2D r, _, _ := syscall.Syscall6(i.vtbl.CreateTexture2D, 4, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pDesc)), uintptr(unsafe.Pointer(pInitialData)), uintptr(unsafe.Pointer(&texture)), 0, 0) runtime.KeepAlive(pDesc) runtime.KeepAlive(pInitialData) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateTexture2D failed: %w", handleError(windows.Handle(uint32(r)))) } return texture, nil } func (i *_ID3D11Device) CreateVertexShader(pShaderBytecode unsafe.Pointer, bytecodeLength uintptr, pClassLinkage *_ID3D11ClassLinkage) (*_ID3D11VertexShader, error) { var vertexShader *_ID3D11VertexShader r, _, _ := syscall.Syscall6(i.vtbl.CreateVertexShader, 5, uintptr(unsafe.Pointer(i)), uintptr(pShaderBytecode), bytecodeLength, uintptr(unsafe.Pointer(pClassLinkage)), uintptr(unsafe.Pointer(&vertexShader)), 0) if uint32(r) != uint32(windows.S_OK) { return nil, fmt.Errorf("directx: ID3D11Device::CreateVertexShader failed: %w", handleError(windows.Handle(uint32(r)))) } return vertexShader, nil } type _ID3D11DeviceContext struct { vtbl *_ID3D11DeviceContext_Vtbl } type _ID3D11DeviceContext_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild 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 } func (i *_ID3D11DeviceContext) ClearState() { _, _, _ = syscall.Syscall(i.vtbl.ClearState, 1, uintptr(unsafe.Pointer(i)), 0, 0) } func (i *_ID3D11DeviceContext) ClearDepthStencilView(pDepthStencilView *_ID3D11DepthStencilView, clearFlags uint8, depth float32, stencil uint8) { _, _, _ = syscall.Syscall6(i.vtbl.ClearDepthStencilView, 5, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pDepthStencilView)), uintptr(clearFlags), uintptr(depth), uintptr(stencil), 0) runtime.KeepAlive(pDepthStencilView) } func (i *_ID3D11DeviceContext) CopySubresourceRegion(pDstResource unsafe.Pointer, dstSubresource uint32, dstX uint32, dstY uint32, dstZ uint32, pSrcResource unsafe.Pointer, srcSubresource uint32, pSrcBox *_D3D11_BOX) { _, _, _ = syscall.Syscall9(i.vtbl.CopySubresourceRegion, 9, uintptr(unsafe.Pointer(i)), uintptr(pDstResource), uintptr(dstSubresource), uintptr(dstX), uintptr(dstY), uintptr(dstZ), uintptr(pSrcResource), uintptr(srcSubresource), uintptr(unsafe.Pointer(pSrcBox))) runtime.KeepAlive(pDstResource) runtime.KeepAlive(pSrcResource) } func (i *_ID3D11DeviceContext) DrawIndexed(indexCount uint32, startIndexLocation uint32, baseVertexLocation int32) { _, _, _ = syscall.Syscall6(i.vtbl.DrawIndexed, 4, uintptr(unsafe.Pointer(i)), uintptr(indexCount), uintptr(startIndexLocation), uintptr(baseVertexLocation), 0, 0) } func (i *_ID3D11DeviceContext) IASetIndexBuffer(pIndexBuffer *_ID3D11Buffer, format _DXGI_FORMAT, offset uint32) { _, _, _ = syscall.Syscall6(i.vtbl.IASetIndexBuffer, 4, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pIndexBuffer)), uintptr(format), uintptr(offset), 0, 0) runtime.KeepAlive(pIndexBuffer) } func (i *_ID3D11DeviceContext) IASetInputLayout(pInputLayout *_ID3D11InputLayout) { _, _, _ = syscall.Syscall(i.vtbl.IASetInputLayout, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pInputLayout)), 0) runtime.KeepAlive(pInputLayout) } func (i *_ID3D11DeviceContext) IASetPrimitiveTopology(topology _D3D11_PRIMITIVE_TOPOLOGY) { _, _, _ = syscall.Syscall(i.vtbl.IASetPrimitiveTopology, 2, uintptr(unsafe.Pointer(i)), uintptr(topology), 0) } func (i *_ID3D11DeviceContext) IASetVertexBuffers(startSlot uint32, vertexBuffers []*_ID3D11Buffer, strides []uint32, offsets []uint32) { _, _, _ = syscall.Syscall6(i.vtbl.IASetVertexBuffers, 6, uintptr(unsafe.Pointer(i)), uintptr(startSlot), uintptr(len(vertexBuffers)), uintptr(unsafe.Pointer(&vertexBuffers[0])), uintptr(unsafe.Pointer(&strides[0])), uintptr(unsafe.Pointer(&offsets[0]))) runtime.KeepAlive(vertexBuffers) runtime.KeepAlive(strides) runtime.KeepAlive(offsets) } func (i *_ID3D11DeviceContext) Map(pResource unsafe.Pointer, subresource uint32, mapType _D3D11_MAP, mapFlags uint32, pMappedResource *_D3D11_MAPPED_SUBRESOURCE) error { r, _, _ := syscall.Syscall6(i.vtbl.Map, 6, uintptr(unsafe.Pointer(i)), uintptr(pResource), uintptr(subresource), uintptr(mapType), uintptr(mapFlags), uintptr(unsafe.Pointer(pMappedResource))) runtime.KeepAlive(pResource) runtime.KeepAlive(pMappedResource) if uint32(r) != uint32(windows.S_OK) { return fmt.Errorf("directx: ID3D11DeviceContext::Map failed: %w", handleError(windows.Handle(uint32(r)))) } return nil } func (i *_ID3D11DeviceContext) OMSetBlendState(pBlendState *_ID3D11BlendState, blendFactor *[4]float32, sampleMask uint32) { var pBlendFactor *float32 if blendFactor != nil { pBlendFactor = &blendFactor[0] } _, _, _ = syscall.Syscall6(i.vtbl.OMSetBlendState, 4, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pBlendState)), uintptr(unsafe.Pointer(pBlendFactor)), uintptr(sampleMask), 0, 0) runtime.KeepAlive(pBlendState) } func (i *_ID3D11DeviceContext) OMSetDepthStencilState(pDepthStencilState *_ID3D11DepthStencilState, stencilRef uint32) { _, _, _ = syscall.Syscall(i.vtbl.OMSetDepthStencilState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pDepthStencilState)), uintptr(stencilRef)) runtime.KeepAlive(pDepthStencilState) } func (i *_ID3D11DeviceContext) OMSetRenderTargets(renderTargetViews []*_ID3D11RenderTargetView, depthStencilView *_ID3D11DepthStencilView) { var ppRenderTargetViews **_ID3D11RenderTargetView if len(renderTargetViews) > 0 { ppRenderTargetViews = &renderTargetViews[0] } _, _, _ = syscall.Syscall6(i.vtbl.OMSetRenderTargets, 4, uintptr(unsafe.Pointer(i)), uintptr(len(renderTargetViews)), uintptr(unsafe.Pointer(ppRenderTargetViews)), uintptr(unsafe.Pointer(depthStencilView)), 0, 0) runtime.KeepAlive(renderTargetViews) } func (i *_ID3D11DeviceContext) PSSetConstantBuffers(startSlot uint32, constantBuffers []*_ID3D11Buffer) { var ppConstantBuffers **_ID3D11Buffer if len(constantBuffers) > 0 { ppConstantBuffers = &constantBuffers[0] } _, _, _ = syscall.Syscall6(i.vtbl.PSSetConstantBuffers, 4, uintptr(unsafe.Pointer(i)), uintptr(startSlot), uintptr(len(constantBuffers)), uintptr(unsafe.Pointer(ppConstantBuffers)), 0, 0) runtime.KeepAlive(constantBuffers) } func (i *_ID3D11DeviceContext) PSSetSamplers(startSlot uint32, samplers []*_ID3D11SamplerState) { var ppSamplers **_ID3D11SamplerState if len(samplers) > 0 { ppSamplers = &samplers[0] } _, _, _ = syscall.Syscall6(i.vtbl.PSSetSamplers, 4, uintptr(unsafe.Pointer(i)), uintptr(startSlot), uintptr(len(samplers)), uintptr(unsafe.Pointer(ppSamplers)), 0, 0) runtime.KeepAlive(samplers) } func (i *_ID3D11DeviceContext) PSSetShader(pPixelShader *_ID3D11PixelShader, classInstances []*_ID3D11ClassInstance) { var ppClassInstances **_ID3D11ClassInstance if len(classInstances) > 0 { ppClassInstances = &classInstances[0] } _, _, _ = syscall.Syscall6(i.vtbl.PSSetShader, 4, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pPixelShader)), uintptr(unsafe.Pointer(ppClassInstances)), uintptr(len(classInstances)), 0, 0) runtime.KeepAlive(pPixelShader) } func (i *_ID3D11DeviceContext) PSSetShaderResources(startSlot uint32, shaderResourceViews []*_ID3D11ShaderResourceView) { var ppShaderResourceViews **_ID3D11ShaderResourceView if len(shaderResourceViews) > 0 { ppShaderResourceViews = &shaderResourceViews[0] } _, _, _ = syscall.Syscall6(i.vtbl.PSSetShaderResources, 4, uintptr(unsafe.Pointer(i)), uintptr(startSlot), uintptr(len(shaderResourceViews)), uintptr(unsafe.Pointer(ppShaderResourceViews)), 0, 0) runtime.KeepAlive(shaderResourceViews) } func (i *_ID3D11DeviceContext) RSSetScissorRects(rects []_D3D11_RECT) { var pRects *_D3D11_RECT if len(rects) > 0 { pRects = &rects[0] } _, _, _ = syscall.Syscall(i.vtbl.RSSetScissorRects, 3, uintptr(unsafe.Pointer(i)), uintptr(len(rects)), uintptr(unsafe.Pointer(pRects))) runtime.KeepAlive(rects) } func (i *_ID3D11DeviceContext) RSSetState(pRasterizerState *_ID3D11RasterizerState) { _, _, _ = syscall.Syscall(i.vtbl.RSSetState, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pRasterizerState)), 0) runtime.KeepAlive(pRasterizerState) } func (i *_ID3D11DeviceContext) RSSetViewports(viewports []_D3D11_VIEWPORT) { var pViewports *_D3D11_VIEWPORT if len(viewports) > 0 { pViewports = &viewports[0] } _, _, _ = syscall.Syscall(i.vtbl.RSSetViewports, 3, uintptr(unsafe.Pointer(i)), uintptr(len(viewports)), uintptr(unsafe.Pointer(pViewports))) runtime.KeepAlive(viewports) } func (i *_ID3D11DeviceContext) Unmap(pResource unsafe.Pointer, subresource uint32) { _, _, _ = syscall.Syscall(i.vtbl.Unmap, 3, uintptr(unsafe.Pointer(i)), uintptr(pResource), uintptr(subresource)) runtime.KeepAlive(pResource) } func (i *_ID3D11DeviceContext) UpdateSubresource(pDstResource unsafe.Pointer, dstSubresource uint32, pDstBox *_D3D11_BOX, pSrcData unsafe.Pointer, srcRowPitch uint32, srcDepthPitch uint32) { _, _, _ = syscall.Syscall9(i.vtbl.UpdateSubresource, 7, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pDstResource)), uintptr(dstSubresource), uintptr(unsafe.Pointer(pDstBox)), uintptr(pSrcData), uintptr(srcRowPitch), uintptr(srcDepthPitch), 0, 0) runtime.KeepAlive(pDstResource) runtime.KeepAlive(pDstBox) runtime.KeepAlive(pSrcData) } func (i *_ID3D11DeviceContext) VSSetConstantBuffers(startSlot uint32, constantBuffers []*_ID3D11Buffer) { var ppConstantBuffers **_ID3D11Buffer if len(constantBuffers) > 0 { ppConstantBuffers = &constantBuffers[0] } _, _, _ = syscall.Syscall6(i.vtbl.VSSetConstantBuffers, 4, uintptr(unsafe.Pointer(i)), uintptr(startSlot), uintptr(len(constantBuffers)), uintptr(unsafe.Pointer(ppConstantBuffers)), 0, 0) runtime.KeepAlive(constantBuffers) } func (i *_ID3D11DeviceContext) VSSetShader(pVertexShader *_ID3D11VertexShader, classInstances []*_ID3D11ClassInstance) { var ppClassInstances **_ID3D11ClassInstance if len(classInstances) > 0 { ppClassInstances = &classInstances[0] } _, _, _ = syscall.Syscall6(i.vtbl.VSSetShader, 4, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(pVertexShader)), uintptr(unsafe.Pointer(ppClassInstances)), uintptr(len(classInstances)), 0, 0) runtime.KeepAlive(pVertexShader) } type _ID3D11InputLayout struct { vtbl *_ID3D11InputLayout_Vtbl } type _ID3D11InputLayout_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr } func (i *_ID3D11InputLayout) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11PixelShader struct { vtbl *_ID3D11PixelShader_Vtbl } type _ID3D11PixelShader_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr } func (i *_ID3D11PixelShader) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11RasterizerState struct { vtbl *_ID3D11RasterizerState_Vtbl } type _ID3D11RasterizerState_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetDesc uintptr } func (i *_ID3D11RasterizerState) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11RenderTargetView struct { vtbl *_ID3D11RenderTargetView_Vtbl } type _ID3D11RenderTargetView_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr // ID3D11View GetResource uintptr GetDesc uintptr } func (i *_ID3D11RenderTargetView) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11SamplerState struct { vtbl *_ID3D11SamplerState_Vtbl } type _ID3D11SamplerState_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr GetDesc uintptr } func (i *_ID3D11SamplerState) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11ShaderResourceView struct { vtbl *_ID3D11ShaderResourceView_Vtbl } type _ID3D11ShaderResourceView_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr // ID3D11View GetResource uintptr GetDesc uintptr } func (i *_ID3D11ShaderResourceView) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11Texture2D struct { vtbl *_ID3D11Texture2D_Vtbl } type _ID3D11Texture2D_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr // ID3D11Resource GetType uintptr SetEvictionPriority uintptr GetEvictionPriority uintptr GetDesc uintptr } func (i *_ID3D11Texture2D) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) } type _ID3D11VertexShader struct { vtbl *_ID3D11VertexShader_Vtbl } type _ID3D11VertexShader_Vtbl struct { QueryInterface uintptr AddRef uintptr Release uintptr // ID3D11DeviceChild GetDevice uintptr GetPrivateData uintptr SetPrivateData uintptr SetPrivateDataInterface uintptr } func (i *_ID3D11VertexShader) Release() uint32 { r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0) return uint32(r) }