Table of Contents

Class D3D11.DeviceContext

Namespace
Xui.Runtime.Windows
Assembly
Xui.Runtime.Windows.dll
public class D3D11.DeviceContext : D3D11.DeviceChild, IDisposable
Inheritance
D3D11.DeviceContext
Implements
Inherited Members

Constructors

DeviceContext(void*)

public DeviceContext(void* ptr)

Parameters

ptr void*

Fields

IID

public static readonly Guid IID

Field Value

Guid

Methods

ClearDepthStencilView(void*, uint, float, byte)

Clears a depth-stencil view. Wraps ID3D11DeviceContext::ClearDepthStencilView (vtable [53]).

public void ClearDepthStencilView(void* pDepthStencilView, uint clearFlags, float depth, byte stencil)

Parameters

pDepthStencilView void*
clearFlags uint
depth float
stencil byte

ClearRenderTargetView(void*, float*)

Clears a render target view to a specified color. Wraps ID3D11DeviceContext::ClearRenderTargetView (vtable [50]).

public void ClearRenderTargetView(void* pRenderTargetView, float* colorRGBA)

Parameters

pRenderTargetView void*
colorRGBA float*

ClearState()

Clears all device state to defaults. Wraps ID3D11DeviceContext::ClearState (vtable [110]).

public void ClearState()

CopyResource(void*, void*)

Copies a resource. Wraps ID3D11DeviceContext::CopyResource (vtable [47]).

public void CopyResource(void* pDstResource, void* pSrcResource)

Parameters

pDstResource void*
pSrcResource void*

DrawPrimitive(uint, uint)

Draws non-indexed, non-instanced primitives. Wraps ID3D11DeviceContext::Draw (vtable [13]).

public void DrawPrimitive(uint vertexCount, uint startVertexLocation)

Parameters

vertexCount uint
startVertexLocation uint

Flush()

Sends queued commands to the GPU. Wraps ID3D11DeviceContext::Flush (vtable [111]).

public void Flush()

IASetInputLayout(void*)

Sets the input layout. Wraps ID3D11DeviceContext::IASetInputLayout (vtable [17]).

public void IASetInputLayout(void* pInputLayout)

Parameters

pInputLayout void*

IASetPrimitiveTopology(uint)

Sets the primitive topology. Wraps ID3D11DeviceContext::IASetPrimitiveTopology (vtable [24]).

public void IASetPrimitiveTopology(uint topology)

Parameters

topology uint

IASetVertexBuffers(uint, uint, void**, uint*, uint*)

Binds vertex buffers to the input-assembler stage. Wraps ID3D11DeviceContext::IASetVertexBuffers (vtable [18]).

public void IASetVertexBuffers(uint startSlot, uint numBuffers, void** ppVertexBuffers, uint* pStrides, uint* pOffsets)

Parameters

startSlot uint
numBuffers uint
ppVertexBuffers void**
pStrides uint*
pOffsets uint*

Map(void*, uint, Map, uint, MappedSubresource*)

Maps a subresource for CPU access. Wraps ID3D11DeviceContext::Map (vtable [14]).

public void Map(void* pResource, uint subresource, D3D11.Map mapType, uint mapFlags, D3D11.MappedSubresource* pMappedResource)

Parameters

pResource void*
subresource uint
mapType D3D11.Map
mapFlags uint
pMappedResource MappedSubresource*

OMSetDepthStencilState(void*, uint)

Sets the depth-stencil state. Wraps ID3D11DeviceContext::OMSetDepthStencilState (vtable [36]).

public void OMSetDepthStencilState(void* pDepthStencilState, uint stencilRef)

Parameters

pDepthStencilState void*
stencilRef uint

OMSetRenderTargets(uint, void**, void*)

Sets render targets and the depth-stencil buffer. Wraps ID3D11DeviceContext::OMSetRenderTargets (vtable [33]).

public void OMSetRenderTargets(uint numViews, void** ppRenderTargetViews, void* pDepthStencilView)

Parameters

numViews uint
ppRenderTargetViews void**
pDepthStencilView void*

PSSetConstantBuffers(uint, uint, void**)

Sets constant buffers for the pixel shader stage. Wraps ID3D11DeviceContext::PSSetConstantBuffers (vtable [16]).

public void PSSetConstantBuffers(uint startSlot, uint numBuffers, void** ppConstantBuffers)

Parameters

startSlot uint
numBuffers uint
ppConstantBuffers void**

PSSetShader(void*, void**, uint)

Sets a pixel shader. Wraps ID3D11DeviceContext::PSSetShader (vtable [9]).

public void PSSetShader(void* pPixelShader, void** ppClassInstances, uint numClassInstances)

Parameters

pPixelShader void*
ppClassInstances void**
numClassInstances uint

RSSetState(void*)

Sets the rasterizer state. Wraps ID3D11DeviceContext::RSSetState (vtable [43]).

public void RSSetState(void* pRasterizerState)

Parameters

pRasterizerState void*

RSSetViewports(uint, Viewport*)

Sets the viewports. Wraps ID3D11DeviceContext::RSSetViewports (vtable [44]).

public void RSSetViewports(uint numViewports, D3D11.Viewport* pViewports)

Parameters

numViewports uint
pViewports Viewport*

Unmap(void*, uint)

Unmaps a previously mapped subresource. Wraps ID3D11DeviceContext::Unmap (vtable [15]).

public void Unmap(void* pResource, uint subresource)

Parameters

pResource void*
subresource uint

UpdateSubresource(void*, uint, void*, void*, uint, uint)

Updates a subresource. Wraps ID3D11DeviceContext::UpdateSubresource (vtable [48]).

public void UpdateSubresource(void* pDstResource, uint dstSubresource, void* pDstBox, void* pSrcData, uint srcRowPitch, uint srcDepthPitch)

Parameters

pDstResource void*
dstSubresource uint
pDstBox void*
pSrcData void*
srcRowPitch uint
srcDepthPitch uint

VSSetConstantBuffers(uint, uint, void**)

Sets constant buffers for the vertex shader stage. Wraps ID3D11DeviceContext::VSSetConstantBuffers (vtable [7]).

public void VSSetConstantBuffers(uint startSlot, uint numBuffers, void** ppConstantBuffers)

Parameters

startSlot uint
numBuffers uint
ppConstantBuffers void**

VSSetShader(void*, void**, uint)

Sets a vertex shader. Wraps ID3D11DeviceContext::VSSetShader (vtable [11]).

public void VSSetShader(void* pVertexShader, void** ppClassInstances, uint numClassInstances)

Parameters

pVertexShader void*
ppClassInstances void**
numClassInstances uint