mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
d16b591a35
In DirectX 11, if a device and a factory are independently created, some functions like MakeWindowAssociation doe't work well. This change fixes the issue by getting a factory from a device and using it. Closes #2661
1349 lines
47 KiB
Go
1349 lines
47 KiB
Go
// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package directx
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import (
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"fmt"
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"runtime"
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"syscall"
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"unsafe"
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"golang.org/x/sys/windows"
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)
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// Reference:
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// * https://github.com/wine-mirror/wine/blob/master/include/d3d11.idl
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const (
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_D3D11_APPEND_ALIGNED_ELEMENT = 0xffffffff
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_D3D11_DEFAULT_STENCIL_READ_MASK = 0xff
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_D3D11_DEFAULT_STENCIL_WRITE_MASK = 0xff
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_D3D11_SDK_VERSION = 7
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)
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type _D3D11_BIND_FLAG int32
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const (
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_D3D11_BIND_VERTEX_BUFFER _D3D11_BIND_FLAG = 0x1
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_D3D11_BIND_INDEX_BUFFER _D3D11_BIND_FLAG = 0x2
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_D3D11_BIND_CONSTANT_BUFFER _D3D11_BIND_FLAG = 0x4
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_D3D11_BIND_SHADER_RESOURCE _D3D11_BIND_FLAG = 0x8
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_D3D11_BIND_STREAM_OUTPUT _D3D11_BIND_FLAG = 0x10
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_D3D11_BIND_RENDER_TARGET _D3D11_BIND_FLAG = 0x20
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_D3D11_BIND_DEPTH_STENCIL _D3D11_BIND_FLAG = 0x40
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_D3D11_BIND_UNORDERED_ACCESS _D3D11_BIND_FLAG = 0x80
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_D3D11_BIND_DECODER _D3D11_BIND_FLAG = 0x200
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_D3D11_BIND_VIDEO_ENCODER _D3D11_BIND_FLAG = 0x400
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)
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type _D3D11_BLEND int32
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const (
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_D3D11_BLEND_ZERO _D3D11_BLEND = 1
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_D3D11_BLEND_ONE _D3D11_BLEND = 2
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_D3D11_BLEND_SRC_COLOR _D3D11_BLEND = 3
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_D3D11_BLEND_INV_SRC_COLOR _D3D11_BLEND = 4
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_D3D11_BLEND_SRC_ALPHA _D3D11_BLEND = 5
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_D3D11_BLEND_INV_SRC_ALPHA _D3D11_BLEND = 6
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_D3D11_BLEND_DEST_ALPHA _D3D11_BLEND = 7
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_D3D11_BLEND_INV_DEST_ALPHA _D3D11_BLEND = 8
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_D3D11_BLEND_DEST_COLOR _D3D11_BLEND = 9
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_D3D11_BLEND_INV_DEST_COLOR _D3D11_BLEND = 10
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_D3D11_BLEND_SRC_ALPHA_SAT _D3D11_BLEND = 11
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_D3D11_BLEND_BLEND_FACTOR _D3D11_BLEND = 14
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_D3D11_BLEND_INV_BLEND_FACTOR _D3D11_BLEND = 15
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_D3D11_BLEND_SRC1_COLOR _D3D11_BLEND = 16
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_D3D11_BLEND_INV_SRC1_COLOR _D3D11_BLEND = 17
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_D3D11_BLEND_SRC1_ALPHA _D3D11_BLEND = 18
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_D3D11_BLEND_INV_SRC1_ALPHA _D3D11_BLEND = 19
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)
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type _D3D11_BLEND_OP int32
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const (
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_D3D11_BLEND_OP_ADD _D3D11_BLEND_OP = 1
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_D3D11_BLEND_OP_SUBTRACT _D3D11_BLEND_OP = 2
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_D3D11_BLEND_OP_REV_SUBTRACT _D3D11_BLEND_OP = 3
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_D3D11_BLEND_OP_MIN _D3D11_BLEND_OP = 4
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_D3D11_BLEND_OP_MAX _D3D11_BLEND_OP = 5
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)
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type _D3D11_CLEAR_FLAG int32
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const (
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_D3D11_CLEAR_DEPTH _D3D11_CLEAR_FLAG = 0x1
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_D3D11_CLEAR_STENCIL _D3D11_CLEAR_FLAG = 0x2
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)
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type _D3D11_COLOR_WRITE_ENABLE int32
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const (
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_D3D11_COLOR_WRITE_ENABLE_RED _D3D11_COLOR_WRITE_ENABLE = 1
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_D3D11_COLOR_WRITE_ENABLE_GREEN _D3D11_COLOR_WRITE_ENABLE = 2
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_D3D11_COLOR_WRITE_ENABLE_BLUE _D3D11_COLOR_WRITE_ENABLE = 4
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_D3D11_COLOR_WRITE_ENABLE_ALPHA _D3D11_COLOR_WRITE_ENABLE = 8
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_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
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)
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type _D3D11_COMPARISON_FUNC int32
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const (
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_D3D11_COMPARISON_NEVER _D3D11_COMPARISON_FUNC = 1
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_D3D11_COMPARISON_LESS _D3D11_COMPARISON_FUNC = 2
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_D3D11_COMPARISON_EQUAL _D3D11_COMPARISON_FUNC = 3
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_D3D11_COMPARISON_LESS_EQUAL _D3D11_COMPARISON_FUNC = 4
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_D3D11_COMPARISON_GREATER _D3D11_COMPARISON_FUNC = 5
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_D3D11_COMPARISON_NOT_EQUAL _D3D11_COMPARISON_FUNC = 6
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_D3D11_COMPARISON_GREATER_EQUAL _D3D11_COMPARISON_FUNC = 7
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_D3D11_COMPARISON_ALWAYS _D3D11_COMPARISON_FUNC = 8
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)
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type _D3D11_CPU_ACCESS_FLAG int32
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const (
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_D3D11_CPU_ACCESS_WRITE _D3D11_CPU_ACCESS_FLAG = 0x10000
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_D3D11_CPU_ACCESS_READ _D3D11_CPU_ACCESS_FLAG = 0x20000
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)
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type _D3D11_CREATE_DEVICE_FLAG int32
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const (
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_D3D11_CREATE_DEVICE_SINGLETHREADED _D3D11_CREATE_DEVICE_FLAG = 0x1
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_D3D11_CREATE_DEVICE_DEBUG _D3D11_CREATE_DEVICE_FLAG = 0x2
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_D3D11_CREATE_DEVICE_SWITCH_TO_REF _D3D11_CREATE_DEVICE_FLAG = 0x4
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_D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS _D3D11_CREATE_DEVICE_FLAG = 0x8
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_D3D11_CREATE_DEVICE_BGRA_SUPPORT _D3D11_CREATE_DEVICE_FLAG = 0x20
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_D3D11_CREATE_DEVICE_DEBUGGABLE _D3D11_CREATE_DEVICE_FLAG = 0x40
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_D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY _D3D11_CREATE_DEVICE_FLAG = 0x80
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_D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT _D3D11_CREATE_DEVICE_FLAG = 0x100
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_D3D11_CREATE_DEVICE_VIDEO_SUPPORT _D3D11_CREATE_DEVICE_FLAG = 0x800
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)
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type _D3D11_CULL_MODE int32
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const (
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_D3D11_CULL_NONE _D3D11_CULL_MODE = 1
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_D3D11_CULL_FRONT _D3D11_CULL_MODE = 2
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_D3D11_CULL_BACK _D3D11_CULL_MODE = 3
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)
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type _D3D11_DSV_FLAG int32
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const (
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_D3D11_DSV_READ_ONLY_DEPTH _D3D11_DSV_FLAG = 0x1
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_D3D11_DSV_READ_ONLY_STENCIL _D3D11_DSV_FLAG = 0x2
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)
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type _D3D11_DEPTH_WRITE_MASK int32
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const (
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_D3D11_DEPTH_WRITE_MASK_ZERO _D3D11_DEPTH_WRITE_MASK = 0
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_D3D11_DEPTH_WRITE_MASK_ALL _D3D11_DEPTH_WRITE_MASK = 1
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)
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type _D3D11_DSV_DIMENSION int32
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const (
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_D3D11_DSV_DIMENSION_UNKNOWN _D3D11_DSV_DIMENSION = 0
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_D3D11_DSV_DIMENSION_TEXTURE1D _D3D11_DSV_DIMENSION = 1
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_D3D11_DSV_DIMENSION_TEXTURE1DARRAY _D3D11_DSV_DIMENSION = 2
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_D3D11_DSV_DIMENSION_TEXTURE2D _D3D11_DSV_DIMENSION = 3
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_D3D11_DSV_DIMENSION_TEXTURE2DARRAY _D3D11_DSV_DIMENSION = 4
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_D3D11_DSV_DIMENSION_TEXTURE2DMS _D3D11_DSV_DIMENSION = 5
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_D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY _D3D11_DSV_DIMENSION = 6
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)
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type _D3D11_FILL_MODE int32
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const (
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_D3D11_FILL_WIREFRAME _D3D11_FILL_MODE = 2
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_D3D11_FILL_SOLID _D3D11_FILL_MODE = 3
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)
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type _D3D11_FILTER int32
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const (
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_D3D11_FILTER_MIN_MAG_MIP_POINT _D3D11_FILTER = 0
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)
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type _D3D11_INPUT_CLASSIFICATION int32
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const (
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_D3D11_INPUT_PER_VERTEX_DATA _D3D11_INPUT_CLASSIFICATION = 0
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_D3D11_INPUT_PER_INSTANCE_DATA _D3D11_INPUT_CLASSIFICATION = 1
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)
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type _D3D11_MAP int32
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const (
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_D3D11_MAP_READ _D3D11_MAP = 1
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_D3D11_MAP_WRITE _D3D11_MAP = 2
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_D3D11_MAP_READ_WRITE _D3D11_MAP = 3
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_D3D11_MAP_WRITE_DISCARD _D3D11_MAP = 4
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_D3D11_MAP_WRITE_NO_OVERWRITE _D3D11_MAP = 5
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)
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type _D3D11_MAP_FLAG int32
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const (
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_D3D11_MAP_FLAG_DO_NOT_WAIT _D3D11_MAP_FLAG = 0x100000
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)
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type _D3D11_PRIMITIVE_TOPOLOGY int32
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const (
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_D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST _D3D11_PRIMITIVE_TOPOLOGY = 4
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)
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type _D3D11_RTV_DIMENSION int32
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const (
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_D3D11_RTV_DIMENSION_UNKNOWN _D3D11_RTV_DIMENSION = 0
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_D3D11_RTV_DIMENSION_BUFFER _D3D11_RTV_DIMENSION = 1
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_D3D11_RTV_DIMENSION_TEXTURE1D _D3D11_RTV_DIMENSION = 2
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_D3D11_RTV_DIMENSION_TEXTURE1DARRAY _D3D11_RTV_DIMENSION = 3
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_D3D11_RTV_DIMENSION_TEXTURE2D _D3D11_RTV_DIMENSION = 4
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_D3D11_RTV_DIMENSION_TEXTURE2DARRAY _D3D11_RTV_DIMENSION = 5
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_D3D11_RTV_DIMENSION_TEXTURE2DMS _D3D11_RTV_DIMENSION = 6
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_D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY _D3D11_RTV_DIMENSION = 7
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_D3D11_RTV_DIMENSION_TEXTURE3D _D3D11_RTV_DIMENSION = 8
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)
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type _D3D11_RESOURCE_MISC_FLAG int32
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const (
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_D3D11_RESOURCE_MISC_GENERATE_MIPS _D3D11_RESOURCE_MISC_FLAG = 0x1
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_D3D11_RESOURCE_MISC_SHARED _D3D11_RESOURCE_MISC_FLAG = 0x2
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_D3D11_RESOURCE_MISC_TEXTURECUBE _D3D11_RESOURCE_MISC_FLAG = 0x4
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_D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS _D3D11_RESOURCE_MISC_FLAG = 0x10
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_D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS _D3D11_RESOURCE_MISC_FLAG = 0x20
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_D3D11_RESOURCE_MISC_BUFFER_STRUCTURED _D3D11_RESOURCE_MISC_FLAG = 0x40
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_D3D11_RESOURCE_MISC_RESOURCE_CLAMP _D3D11_RESOURCE_MISC_FLAG = 0x80
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_D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX _D3D11_RESOURCE_MISC_FLAG = 0x100
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_D3D11_RESOURCE_MISC_GDI_COMPATIBLE _D3D11_RESOURCE_MISC_FLAG = 0x200
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_D3D11_RESOURCE_MISC_SHARED_NTHANDLE _D3D11_RESOURCE_MISC_FLAG = 0x800
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_D3D11_RESOURCE_MISC_RESTRICTED_CONTENT _D3D11_RESOURCE_MISC_FLAG = 0x1000
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_D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE _D3D11_RESOURCE_MISC_FLAG = 0x2000
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_D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER _D3D11_RESOURCE_MISC_FLAG = 0x4000
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_D3D11_RESOURCE_MISC_GUARDED _D3D11_RESOURCE_MISC_FLAG = 0x8000
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_D3D11_RESOURCE_MISC_TILE_POOL _D3D11_RESOURCE_MISC_FLAG = 0x20000
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_D3D11_RESOURCE_MISC_TILED _D3D11_RESOURCE_MISC_FLAG = 0x40000
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_D3D11_RESOURCE_MISC_HW_PROTECTED _D3D11_RESOURCE_MISC_FLAG = 0x80000
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_D3D11_RESOURCE_MISC_SHARED_DISPLAYABLE _D3D11_RESOURCE_MISC_FLAG = 0x100000
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_D3D11_RESOURCE_MISC_SHARED_EXCLUSIVE_WRITER _D3D11_RESOURCE_MISC_FLAG = 0x200000
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)
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type _D3D11_SRV_DIMENSION int32
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const (
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_D3D11_SRV_DIMENSION_UNKNOWN _D3D11_SRV_DIMENSION = 0
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_D3D11_SRV_DIMENSION_BUFFER _D3D11_SRV_DIMENSION = 1
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_D3D11_SRV_DIMENSION_TEXTURE1D _D3D11_SRV_DIMENSION = 2
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_D3D11_SRV_DIMENSION_TEXTURE1DARRAY _D3D11_SRV_DIMENSION = 3
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_D3D11_SRV_DIMENSION_TEXTURE2D _D3D11_SRV_DIMENSION = 4
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_D3D11_SRV_DIMENSION_TEXTURE2DARRAY _D3D11_SRV_DIMENSION = 5
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_D3D11_SRV_DIMENSION_TEXTURE2DMS _D3D11_SRV_DIMENSION = 6
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_D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY _D3D11_SRV_DIMENSION = 7
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_D3D11_SRV_DIMENSION_TEXTURE3D _D3D11_SRV_DIMENSION = 8
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_D3D11_SRV_DIMENSION_TEXTURECUBE _D3D11_SRV_DIMENSION = 9
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_D3D11_SRV_DIMENSION_TEXTURECUBEARRAY _D3D11_SRV_DIMENSION = 10
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_D3D11_SRV_DIMENSION_BUFFEREX _D3D11_SRV_DIMENSION = 11
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)
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type _D3D11_STENCIL_OP int32
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const (
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_D3D11_STENCIL_OP_KEEP _D3D11_STENCIL_OP = 1
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_D3D11_STENCIL_OP_ZERO _D3D11_STENCIL_OP = 2
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_D3D11_STENCIL_OP_REPLACE _D3D11_STENCIL_OP = 3
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_D3D11_STENCIL_OP_INCR_SAT _D3D11_STENCIL_OP = 4
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_D3D11_STENCIL_OP_DECR_SAT _D3D11_STENCIL_OP = 5
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_D3D11_STENCIL_OP_INVERT _D3D11_STENCIL_OP = 6
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_D3D11_STENCIL_OP_INCR _D3D11_STENCIL_OP = 7
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_D3D11_STENCIL_OP_DECR _D3D11_STENCIL_OP = 8
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)
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type _D3D11_TEXTURE_ADDRESS_MODE int32
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const (
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_D3D11_TEXTURE_ADDRESS_WRAP _D3D11_TEXTURE_ADDRESS_MODE = 1
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_D3D11_TEXTURE_ADDRESS_MIRROR _D3D11_TEXTURE_ADDRESS_MODE = 2
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_D3D11_TEXTURE_ADDRESS_CLAMP _D3D11_TEXTURE_ADDRESS_MODE = 3
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_D3D11_TEXTURE_ADDRESS_BORDER _D3D11_TEXTURE_ADDRESS_MODE = 4
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_D3D11_TEXTURE_ADDRESS_MIRROR_ONCE _D3D11_TEXTURE_ADDRESS_MODE = 5
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)
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type _D3D11_USAGE int32
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const (
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_D3D11_USAGE_DEFAULT _D3D11_USAGE = 0
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_D3D11_USAGE_IMMUTABLE _D3D11_USAGE = 1
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_D3D11_USAGE_DYNAMIC _D3D11_USAGE = 2
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_D3D11_USAGE_STAGING _D3D11_USAGE = 3
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)
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var (
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_IID_ID3D11Texture2D = windows.GUID{Data1: 0x6f15aaf2, Data2: 0xd208, Data3: 0x4e89, Data4: [...]byte{0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c}}
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)
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type _D3D11_BLEND_DESC struct {
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AlphaToCoverageEnable _BOOL
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IndependentBlendEnable _BOOL
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RenderTarget [8]_D3D11_RENDER_TARGET_BLEND_DESC
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}
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type _D3D11_BOX struct {
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left uint32
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top uint32
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front uint32
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right uint32
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bottom uint32
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back uint32
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}
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type _D3D11_BUFFER_DESC struct {
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ByteWidth uint32
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Usage _D3D11_USAGE
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BindFlags uint32
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CPUAccessFlags uint32
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MiscFlags uint32
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StructureByteStride uint32
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}
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type _D3D11_DEPTH_STENCIL_DESC struct {
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DepthEnable _BOOL
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DepthWriteMask _D3D11_DEPTH_WRITE_MASK
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DepthFunc _D3D11_COMPARISON_FUNC
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StencilEnable _BOOL
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StencilReadMask uint8
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StencilWriteMask uint8
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FrontFace _D3D11_DEPTH_STENCILOP_DESC
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BackFace _D3D11_DEPTH_STENCILOP_DESC
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}
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type _D3D11_DEPTH_STENCIL_VIEW_DESC struct {
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Format _DXGI_FORMAT
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ViewDimension _D3D11_DSV_DIMENSION
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Flags uint32
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_ [3]uint32
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}
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type _D3D11_DEPTH_STENCILOP_DESC struct {
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StencilFailOp _D3D11_STENCIL_OP
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StencilDepthFailOp _D3D11_STENCIL_OP
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StencilPassOp _D3D11_STENCIL_OP
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StencilFunc _D3D11_COMPARISON_FUNC
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}
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type _D3D11_INPUT_ELEMENT_DESC struct {
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SemanticName *byte
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SemanticIndex uint32
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Format _DXGI_FORMAT
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InputSlot uint32
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AlignedByteOffset uint32
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InputSlotClass _D3D11_INPUT_CLASSIFICATION
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InstanceDataStepRate uint32
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}
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type _D3D11_MAPPED_SUBRESOURCE struct {
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pData unsafe.Pointer
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RowPitch uint32
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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
|
|
}
|
|
|
|
func (i *_ID3D11Device) QueryInterface(riid *windows.GUID) (unsafe.Pointer, error) {
|
|
var v unsafe.Pointer
|
|
r, _, _ := syscall.Syscall(i.vtbl.QueryInterface, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(riid)), uintptr(unsafe.Pointer(&v)))
|
|
runtime.KeepAlive(riid)
|
|
if uint32(r) != uint32(windows.S_OK) {
|
|
return nil, fmt.Errorf("directx: ID3D11Device::QueryInterface failed: %w", handleError(windows.Handle(uint32(r))))
|
|
}
|
|
return v, nil
|
|
}
|
|
|
|
type _ID3D11DeviceContext struct {
|
|
vtbl *_ID3D11DeviceContext_Vtbl
|
|
}
|
|
|
|
type _ID3D11DeviceContext_Vtbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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// ID3D11DeviceChild
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GetDevice uintptr
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GetPrivateData uintptr
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SetPrivateData uintptr
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SetPrivateDataInterface uintptr
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VSSetConstantBuffers uintptr
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PSSetShaderResources uintptr
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PSSetShader uintptr
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PSSetSamplers uintptr
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VSSetShader uintptr
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DrawIndexed uintptr
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Draw uintptr
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Map uintptr
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Unmap uintptr
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PSSetConstantBuffers uintptr
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IASetInputLayout uintptr
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IASetVertexBuffers uintptr
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IASetIndexBuffer uintptr
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DrawIndexedInstanced uintptr
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DrawInstanced uintptr
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GSSetConstantBuffers uintptr
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GSSetShader uintptr
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IASetPrimitiveTopology uintptr
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VSSetShaderResources uintptr
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VSSetSamplers uintptr
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Begin uintptr
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End uintptr
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GetData uintptr
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SetPredication uintptr
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GSSetShaderResources uintptr
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GSSetSamplers uintptr
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OMSetRenderTargets uintptr
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OMSetRenderTargetsAndUnorderedAccessViews uintptr
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OMSetBlendState uintptr
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OMSetDepthStencilState uintptr
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SOSetTargets uintptr
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DrawAuto uintptr
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DrawIndexedInstancedIndirect uintptr
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DrawInstancedIndirect uintptr
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Dispatch uintptr
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DispatchIndirect uintptr
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RSSetState uintptr
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RSSetViewports uintptr
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RSSetScissorRects uintptr
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CopySubresourceRegion uintptr
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CopyResource uintptr
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UpdateSubresource uintptr
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CopyStructureCount uintptr
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ClearRenderTargetView uintptr
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ClearUnorderedAccessViewUint uintptr
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ClearUnorderedAccessViewFloat uintptr
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ClearDepthStencilView uintptr
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GenerateMips uintptr
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SetResourceMinLOD uintptr
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GetResourceMinLOD uintptr
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ResolveSubresource uintptr
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ExecuteCommandList uintptr
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HSSetShaderResources uintptr
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HSSetShader uintptr
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HSSetSamplers uintptr
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HSSetConstantBuffers uintptr
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DSSetShaderResources uintptr
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DSSetShader uintptr
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DSSetSamplers uintptr
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DSSetConstantBuffers uintptr
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CSSetShaderResources uintptr
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CSSetUnorderedAccessViews uintptr
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CSSetShader uintptr
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CSSetSamplers uintptr
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CSSetConstantBuffers uintptr
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VSGetConstantBuffers uintptr
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PSGetShaderResources uintptr
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PSGetShader uintptr
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PSGetSamplers uintptr
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VSGetShader uintptr
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PSGetConstantBuffers uintptr
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IAGetInputLayout uintptr
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IAGetVertexBuffers uintptr
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IAGetIndexBuffer uintptr
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GSGetConstantBuffers uintptr
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GSGetShader uintptr
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IAGetPrimitiveTopology uintptr
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VSGetShaderResources uintptr
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VSGetSamplers uintptr
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GetPredication uintptr
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GSGetShaderResources uintptr
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GSGetSamplers uintptr
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OMGetRenderTargets uintptr
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OMGetRenderTargetsAndUnorderedAccessViews uintptr
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OMGetBlendState uintptr
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OMGetDepthStencilState uintptr
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SOGetTargets uintptr
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RSGetState uintptr
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RSGetViewports uintptr
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RSGetScissorRects uintptr
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HSGetShaderResources uintptr
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HSGetShader uintptr
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HSGetSamplers uintptr
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HSGetConstantBuffers uintptr
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DSGetShaderResources uintptr
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DSGetShader uintptr
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DSGetSamplers uintptr
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DSGetConstantBuffers uintptr
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CSGetShaderResources uintptr
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CSGetUnorderedAccessViews uintptr
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CSGetShader uintptr
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CSGetSamplers uintptr
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CSGetConstantBuffers uintptr
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ClearState uintptr
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Flush uintptr
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GetType uintptr
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GetContextFlags uintptr
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FinishCommandList uintptr
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}
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func (i *_ID3D11DeviceContext) ClearState() {
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_, _, _ = syscall.Syscall(i.vtbl.ClearState, 1, uintptr(unsafe.Pointer(i)),
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0, 0)
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}
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func (i *_ID3D11DeviceContext) ClearDepthStencilView(pDepthStencilView *_ID3D11DepthStencilView, clearFlags uint8, depth float32, stencil uint8) {
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_, _, _ = syscall.Syscall6(i.vtbl.ClearDepthStencilView, 5, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pDepthStencilView)), uintptr(clearFlags), uintptr(depth),
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uintptr(stencil), 0)
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runtime.KeepAlive(pDepthStencilView)
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}
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func (i *_ID3D11DeviceContext) CopySubresourceRegion(pDstResource unsafe.Pointer, dstSubresource uint32, dstX uint32, dstY uint32, dstZ uint32, pSrcResource unsafe.Pointer, srcSubresource uint32, pSrcBox *_D3D11_BOX) {
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_, _, _ = syscall.Syscall9(i.vtbl.CopySubresourceRegion, 9, uintptr(unsafe.Pointer(i)),
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uintptr(pDstResource), uintptr(dstSubresource), uintptr(dstX),
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uintptr(dstY), uintptr(dstZ), uintptr(pSrcResource),
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uintptr(srcSubresource), uintptr(unsafe.Pointer(pSrcBox)))
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runtime.KeepAlive(pDstResource)
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runtime.KeepAlive(pSrcResource)
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}
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func (i *_ID3D11DeviceContext) DrawIndexed(indexCount uint32, startIndexLocation uint32, baseVertexLocation int32) {
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_, _, _ = syscall.Syscall6(i.vtbl.DrawIndexed, 4, uintptr(unsafe.Pointer(i)),
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uintptr(indexCount), uintptr(startIndexLocation), uintptr(baseVertexLocation),
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0, 0)
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}
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func (i *_ID3D11DeviceContext) IASetIndexBuffer(pIndexBuffer *_ID3D11Buffer, format _DXGI_FORMAT, offset uint32) {
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_, _, _ = syscall.Syscall6(i.vtbl.IASetIndexBuffer, 4, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pIndexBuffer)), uintptr(format), uintptr(offset),
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0, 0)
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runtime.KeepAlive(pIndexBuffer)
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}
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func (i *_ID3D11DeviceContext) IASetInputLayout(pInputLayout *_ID3D11InputLayout) {
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_, _, _ = syscall.Syscall(i.vtbl.IASetInputLayout, 2, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pInputLayout)), 0)
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runtime.KeepAlive(pInputLayout)
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}
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func (i *_ID3D11DeviceContext) IASetPrimitiveTopology(topology _D3D11_PRIMITIVE_TOPOLOGY) {
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_, _, _ = syscall.Syscall(i.vtbl.IASetPrimitiveTopology, 2, uintptr(unsafe.Pointer(i)),
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uintptr(topology), 0)
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}
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func (i *_ID3D11DeviceContext) IASetVertexBuffers(startSlot uint32, vertexBuffers []*_ID3D11Buffer, strides []uint32, offsets []uint32) {
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_, _, _ = syscall.Syscall6(i.vtbl.IASetVertexBuffers, 6, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(len(vertexBuffers)), uintptr(unsafe.Pointer(&vertexBuffers[0])),
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uintptr(unsafe.Pointer(&strides[0])), uintptr(unsafe.Pointer(&offsets[0])))
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runtime.KeepAlive(vertexBuffers)
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runtime.KeepAlive(strides)
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runtime.KeepAlive(offsets)
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}
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func (i *_ID3D11DeviceContext) Map(pResource unsafe.Pointer, subresource uint32, mapType _D3D11_MAP, mapFlags uint32, pMappedResource *_D3D11_MAPPED_SUBRESOURCE) error {
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r, _, _ := syscall.Syscall6(i.vtbl.Map, 6, uintptr(unsafe.Pointer(i)),
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uintptr(pResource), uintptr(subresource), uintptr(mapType),
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uintptr(mapFlags), uintptr(unsafe.Pointer(pMappedResource)))
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runtime.KeepAlive(pResource)
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runtime.KeepAlive(pMappedResource)
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if uint32(r) != uint32(windows.S_OK) {
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return fmt.Errorf("directx: ID3D11DeviceContext::Map failed: %w", handleError(windows.Handle(uint32(r))))
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}
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return nil
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}
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func (i *_ID3D11DeviceContext) OMSetBlendState(pBlendState *_ID3D11BlendState, blendFactor *[4]float32, sampleMask uint32) {
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var pBlendFactor *float32
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if blendFactor != nil {
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pBlendFactor = &blendFactor[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.OMSetBlendState, 4, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pBlendState)), uintptr(unsafe.Pointer(pBlendFactor)), uintptr(sampleMask),
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0, 0)
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runtime.KeepAlive(pBlendState)
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}
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func (i *_ID3D11DeviceContext) OMSetDepthStencilState(pDepthStencilState *_ID3D11DepthStencilState, stencilRef uint32) {
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_, _, _ = syscall.Syscall(i.vtbl.OMSetDepthStencilState, 3, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pDepthStencilState)), uintptr(stencilRef))
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runtime.KeepAlive(pDepthStencilState)
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}
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func (i *_ID3D11DeviceContext) OMSetRenderTargets(renderTargetViews []*_ID3D11RenderTargetView, depthStencilView *_ID3D11DepthStencilView) {
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var ppRenderTargetViews **_ID3D11RenderTargetView
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if len(renderTargetViews) > 0 {
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ppRenderTargetViews = &renderTargetViews[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.OMSetRenderTargets, 4, uintptr(unsafe.Pointer(i)),
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uintptr(len(renderTargetViews)), uintptr(unsafe.Pointer(ppRenderTargetViews)), uintptr(unsafe.Pointer(depthStencilView)),
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0, 0)
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runtime.KeepAlive(renderTargetViews)
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}
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func (i *_ID3D11DeviceContext) PSSetConstantBuffers(startSlot uint32, constantBuffers []*_ID3D11Buffer) {
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var ppConstantBuffers **_ID3D11Buffer
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if len(constantBuffers) > 0 {
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ppConstantBuffers = &constantBuffers[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.PSSetConstantBuffers, 4, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(len(constantBuffers)), uintptr(unsafe.Pointer(ppConstantBuffers)),
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0, 0)
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runtime.KeepAlive(constantBuffers)
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}
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func (i *_ID3D11DeviceContext) PSSetSamplers(startSlot uint32, samplers []*_ID3D11SamplerState) {
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var ppSamplers **_ID3D11SamplerState
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if len(samplers) > 0 {
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ppSamplers = &samplers[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.PSSetSamplers, 4, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(len(samplers)), uintptr(unsafe.Pointer(ppSamplers)),
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0, 0)
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runtime.KeepAlive(samplers)
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}
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func (i *_ID3D11DeviceContext) PSSetShader(pPixelShader *_ID3D11PixelShader, classInstances []*_ID3D11ClassInstance) {
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var ppClassInstances **_ID3D11ClassInstance
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if len(classInstances) > 0 {
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ppClassInstances = &classInstances[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.PSSetShader, 4, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pPixelShader)), uintptr(unsafe.Pointer(ppClassInstances)), uintptr(len(classInstances)),
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0, 0)
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runtime.KeepAlive(pPixelShader)
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}
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func (i *_ID3D11DeviceContext) PSSetShaderResources(startSlot uint32, shaderResourceViews []*_ID3D11ShaderResourceView) {
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var ppShaderResourceViews **_ID3D11ShaderResourceView
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if len(shaderResourceViews) > 0 {
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ppShaderResourceViews = &shaderResourceViews[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.PSSetShaderResources, 4, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(len(shaderResourceViews)), uintptr(unsafe.Pointer(ppShaderResourceViews)),
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0, 0)
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runtime.KeepAlive(shaderResourceViews)
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}
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func (i *_ID3D11DeviceContext) RSSetScissorRects(rects []_D3D11_RECT) {
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var pRects *_D3D11_RECT
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if len(rects) > 0 {
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pRects = &rects[0]
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}
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_, _, _ = syscall.Syscall(i.vtbl.RSSetScissorRects, 3, uintptr(unsafe.Pointer(i)),
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uintptr(len(rects)), uintptr(unsafe.Pointer(pRects)))
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runtime.KeepAlive(rects)
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}
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func (i *_ID3D11DeviceContext) RSSetState(pRasterizerState *_ID3D11RasterizerState) {
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_, _, _ = syscall.Syscall(i.vtbl.RSSetState, 2, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pRasterizerState)), 0)
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runtime.KeepAlive(pRasterizerState)
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}
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func (i *_ID3D11DeviceContext) RSSetViewports(viewports []_D3D11_VIEWPORT) {
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var pViewports *_D3D11_VIEWPORT
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if len(viewports) > 0 {
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pViewports = &viewports[0]
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}
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_, _, _ = syscall.Syscall(i.vtbl.RSSetViewports, 3, uintptr(unsafe.Pointer(i)),
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uintptr(len(viewports)), uintptr(unsafe.Pointer(pViewports)))
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runtime.KeepAlive(viewports)
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}
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func (i *_ID3D11DeviceContext) Unmap(pResource unsafe.Pointer, subresource uint32) {
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_, _, _ = syscall.Syscall(i.vtbl.Unmap, 3, uintptr(unsafe.Pointer(i)),
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uintptr(pResource), uintptr(subresource))
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runtime.KeepAlive(pResource)
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}
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func (i *_ID3D11DeviceContext) UpdateSubresource(pDstResource unsafe.Pointer, dstSubresource uint32, pDstBox *_D3D11_BOX, pSrcData unsafe.Pointer, srcRowPitch uint32, srcDepthPitch uint32) {
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_, _, _ = syscall.Syscall9(i.vtbl.UpdateSubresource, 7, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pDstResource)), uintptr(dstSubresource), uintptr(unsafe.Pointer(pDstBox)),
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uintptr(pSrcData), uintptr(srcRowPitch), uintptr(srcDepthPitch),
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0, 0)
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runtime.KeepAlive(pDstResource)
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runtime.KeepAlive(pDstBox)
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runtime.KeepAlive(pSrcData)
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}
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func (i *_ID3D11DeviceContext) VSSetConstantBuffers(startSlot uint32, constantBuffers []*_ID3D11Buffer) {
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var ppConstantBuffers **_ID3D11Buffer
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if len(constantBuffers) > 0 {
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ppConstantBuffers = &constantBuffers[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.VSSetConstantBuffers, 4, uintptr(unsafe.Pointer(i)),
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uintptr(startSlot), uintptr(len(constantBuffers)), uintptr(unsafe.Pointer(ppConstantBuffers)),
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0, 0)
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runtime.KeepAlive(constantBuffers)
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}
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func (i *_ID3D11DeviceContext) VSSetShader(pVertexShader *_ID3D11VertexShader, classInstances []*_ID3D11ClassInstance) {
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var ppClassInstances **_ID3D11ClassInstance
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if len(classInstances) > 0 {
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ppClassInstances = &classInstances[0]
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}
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_, _, _ = syscall.Syscall6(i.vtbl.VSSetShader, 4, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(pVertexShader)), uintptr(unsafe.Pointer(ppClassInstances)), uintptr(len(classInstances)),
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0, 0)
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runtime.KeepAlive(pVertexShader)
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}
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type _ID3D11InputLayout struct {
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vtbl *_ID3D11InputLayout_Vtbl
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}
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type _ID3D11InputLayout_Vtbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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// ID3D11DeviceChild
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GetDevice uintptr
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GetPrivateData uintptr
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SetPrivateData uintptr
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SetPrivateDataInterface uintptr
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}
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func (i *_ID3D11InputLayout) Release() uint32 {
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r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
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return uint32(r)
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}
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type _ID3D11PixelShader struct {
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vtbl *_ID3D11PixelShader_Vtbl
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}
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type _ID3D11PixelShader_Vtbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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// ID3D11DeviceChild
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GetDevice uintptr
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GetPrivateData uintptr
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SetPrivateData uintptr
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SetPrivateDataInterface uintptr
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}
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func (i *_ID3D11PixelShader) Release() uint32 {
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r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
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return uint32(r)
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}
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type _ID3D11RasterizerState struct {
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vtbl *_ID3D11RasterizerState_Vtbl
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}
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type _ID3D11RasterizerState_Vtbl struct {
|
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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// ID3D11DeviceChild
|
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GetDevice uintptr
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GetPrivateData uintptr
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SetPrivateData uintptr
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SetPrivateDataInterface uintptr
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|
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GetDesc uintptr
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}
|
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|
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func (i *_ID3D11RasterizerState) Release() uint32 {
|
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r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
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return uint32(r)
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}
|
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|
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type _ID3D11RenderTargetView struct {
|
|
vtbl *_ID3D11RenderTargetView_Vtbl
|
|
}
|
|
|
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type _ID3D11RenderTargetView_Vtbl struct {
|
|
QueryInterface uintptr
|
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AddRef uintptr
|
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Release uintptr
|
|
|
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// ID3D11DeviceChild
|
|
GetDevice uintptr
|
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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)
|
|
}
|
|
|
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type _ID3D11SamplerState struct {
|
|
vtbl *_ID3D11SamplerState_Vtbl
|
|
}
|
|
|
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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
|
|
}
|
|
|
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type _ID3D11ShaderResourceView_Vtbl struct {
|
|
QueryInterface uintptr
|
|
AddRef uintptr
|
|
Release uintptr
|
|
|
|
// ID3D11DeviceChild
|
|
GetDevice uintptr
|
|
GetPrivateData uintptr
|
|
SetPrivateData uintptr
|
|
SetPrivateDataInterface uintptr
|
|
|
|
// ID3D11View
|
|
GetResource uintptr
|
|
|
|
GetDesc uintptr
|
|
}
|
|
|
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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)
|
|
}
|