ebiten/internal/graphicsdriver/directx/d3d11_windows.go
2023-03-29 15:52:33 +09:00

1339 lines
46 KiB
Go

// 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)
}