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//Copyright (c) Microsoft Corporation. All rights reserved.
#pragma once
#include "D3D10PipelineStage.h"
namespace Microsoft { namespace WindowsAPICodePack { namespace DirectX { namespace Direct3D10 {
/// <summary>
/// Vertex Shader pipeline stage.
/// </summary>
public ref class VertexShaderPipelineStage : PipelineStage
{
public:
/// <summary>
/// Get the constant buffers used by the vertex shader pipeline stage.
/// <para>(Also see DirectX SDK: ID3D10Device::VSGetConstantBuffers)</para>
/// </summary>
/// <param name="startSlot">Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
/// <param name="numBuffers">Number of buffers to retrieve (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - startSlot).</param>
/// <returns>Collection of constant buffer objects (see <see cref="D3DBuffer"/>)<seealso cref="D3DBuffer"/> to be returned by the method.</returns>
ReadOnlyCollection<D3DBuffer^>^ GetConstantBuffers(UInt32 startSlot, UInt32 numBuffers);
/// <summary>
/// Get an array of sampler states from the vertex shader pipeline stage.
/// <para>(Also see DirectX SDK: ID3D10Device::VSGetSamplers)</para>
/// </summary>
/// <param name="startSlot">Index into a zero-based array to begin getting samplers from (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
/// <param name="numSamplers">Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - startSlot).</param>
/// <returns>Collection of sampler-state objects (see <see cref="SamplerState"/>)<seealso cref="SamplerState"/> to be returned by the device.</returns>
ReadOnlyCollection<SamplerState^>^ GetSamplers(UInt32 startSlot, UInt32 numSamplers);
/// <summary>
/// Get the vertex shader currently set on the device.
/// <para>(Also see DirectX SDK: ID3D10Device::VSGetShader)</para>
/// </summary>
/// <returns>A vertex shader (see <see cref="VertexShader"/>)<seealso cref="VertexShader"/> to be returned by the method.</returns>
VertexShader^ GetShader();
/// <summary>
/// Get the vertex shader resources.
/// <para>(Also see DirectX SDK: ID3D10Device::VSGetShaderResources)</para>
/// </summary>
/// <param name="startSlot">Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
/// <param name="numViews">The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - startSlot).</param>
/// <returns>Collection of shader resource views to be returned by the device.</returns>
ReadOnlyCollection<ShaderResourceView^>^ GetShaderResources(UInt32 startSlot, UInt32 numViews);
/// <summary>
/// Set the constant buffers used by the vertex shader pipeline stage.
/// <para>(Also see DirectX SDK: ID3D10Device::VSSetConstantBuffers)</para>
/// </summary>
/// <param name="startSlot">Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
/// <param name="constantBuffers">Collection of constant buffers (see <see cref="D3DBuffer"/>)<seealso cref="D3DBuffer"/> being given to the device.</param>
void SetConstantBuffers(UInt32 startSlot, IEnumerable<D3DBuffer^>^ constantBuffers);
/// <summary>
/// Set an array of sampler states to the vertex shader pipeline stage.
/// <para>(Also see DirectX SDK: ID3D10Device::VSSetSamplers)</para>
/// </summary>
/// <param name="startSlot">Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
/// <param name="samplers">A collection of sampler-state objects (see <see cref="SamplerState"/>)<seealso cref="SamplerState"/>. See Remarks.</param>
void SetSamplers(UInt32 startSlot, IEnumerable<SamplerState^>^ samplers);
/// <summary>
/// Set a vertex shader to the device.
/// <para>(Also see DirectX SDK: ID3D10Device::VSSetShader)</para>
/// </summary>
/// <param name="vertexShader">A vertex shader (see <see cref="VertexShader"/>)<seealso cref="VertexShader"/>.
/// Passing in null disables the shader for this pipeline stage.</param>
void SetShader(VertexShader^ vertexShader);
/// <summary>
/// Bind an array of shader resources to the vertex-shader stage.
/// <para>(Also see DirectX SDK: ID3D10Device::VSSetShaderResources)</para>
/// </summary>
/// <param name="startSlot">Index into the device's zero-based array to begin setting shader resources to (range is from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
/// <param name="shaderResourceViews">Collection of shader resource view objects to set to the device.
/// Up to a maximum of 128 slots are available for shader resources (range is from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - startSlot).</param>
void SetShaderResources(UInt32 startSlot, IEnumerable<ShaderResourceView^>^ shaderResourceViews);
protected:
VertexShaderPipelineStage() {}
internal:
VertexShaderPipelineStage(D3DDevice^ parent) : PipelineStage(parent)
{
}
};
} } } }
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John graduated from the University of South Australia in 1997 with a Bachelor of Electronic Engineering Degree, and since then he has worked on hardware and software in many fields including Aerospace, Defence, and Medical giving him over 10 of years experience in C++ and C# programming. In 2009 John Started his own contracting company doing business between Taiwan and Australia.