Documentation
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Rendered for windows/amd64
Index ¶
- Constants
- Variables
- func CreateDevice(driverType uint32, flags uint32) (*Device, *DeviceContext, uint32, error)
- func CreateDeviceAndSwapChain(driverType uint32, flags uint32, swapDesc *DXGI_SWAP_CHAIN_DESC) (*Device, *DeviceContext, *IDXGISwapChain, uint32, error)
- func IUnknownRelease(obj unsafe.Pointer, releaseMethod uintptr)
- type BLEND_DESC
- type BOX
- type BUFFER_DESC
- type BlendState
- type Buffer
- type DEPTH_STENCILOP_DESC
- type DEPTH_STENCIL_DESC
- type DEPTH_STENCIL_VIEW_DESC_TEX2D
- type DXGI_MODE_DESC
- type DXGI_RATIONAL
- type DXGI_SAMPLE_DESC
- type DXGI_SWAP_CHAIN_DESC
- type DepthStencilState
- type DepthStencilView
- type Device
- func (d *Device) CheckFormatSupport(format uint32) (uint32, error)
- func (d *Device) CreateBlendState(desc *BLEND_DESC) (*BlendState, error)
- func (d *Device) CreateBuffer(desc *BUFFER_DESC, data []byte) (*Buffer, error)
- func (d *Device) CreateDepthStencilState(desc *DEPTH_STENCIL_DESC) (*DepthStencilState, error)
- func (d *Device) CreateDepthStencilViewTEX2D(res *Resource, desc *DEPTH_STENCIL_VIEW_DESC_TEX2D) (*DepthStencilView, error)
- func (d *Device) CreateInputLayout(descs []INPUT_ELEMENT_DESC, bytecode []byte) (*InputLayout, error)
- func (d *Device) CreatePixelShader(bytecode []byte) (*PixelShader, error)
- func (d *Device) CreateRasterizerState(desc *RASTERIZER_DESC) (*RasterizerState, error)
- func (d *Device) CreateRenderTargetView(res *Resource) (*RenderTargetView, error)
- func (d *Device) CreateSamplerState(desc *SAMPLER_DESC) (*SamplerState, error)
- func (d *Device) CreateShaderResourceViewTEX2D(res *Resource, desc *SHADER_RESOURCE_VIEW_DESC_TEX2D) (*ShaderResourceView, error)
- func (d *Device) CreateTexture2D(desc *TEXTURE2D_DESC) (*Texture2D, error)
- func (d *Device) CreateVertexShader(bytecode []byte) (*VertexShader, error)
- func (d *Device) GetFeatureLevel() int
- func (d *Device) GetImmediateContext() *DeviceContext
- type DeviceContext
- func (c *DeviceContext) ClearDepthStencilView(target *DepthStencilView, flags uint32, depth float32, stencil uint8)
- func (c *DeviceContext) ClearRenderTargetView(target *RenderTargetView, color *[4]float32)
- func (c *DeviceContext) CopySubresourceRegion(dst *Resource, dstSubresource, dstX, dstY, dstZ uint32, src *Resource, ...)
- func (c *DeviceContext) Draw(count, start uint32)
- func (c *DeviceContext) DrawIndexed(count, start uint32, base int32)
- func (c *DeviceContext) IASetIndexBuffer(buf *Buffer, format, offset uint32)
- func (c *DeviceContext) IASetInputLayout(layout *InputLayout)
- func (c *DeviceContext) IASetPrimitiveTopology(mode uint32)
- func (c *DeviceContext) IASetVertexBuffers(buf *Buffer, stride, offset uint32)
- func (c *DeviceContext) Map(resource *Resource, subResource, mapType, mapFlags uint32) (MAPPED_SUBRESOURCE, error)
- func (c *DeviceContext) OMGetRenderTargets() (*RenderTargetView, *DepthStencilView)
- func (c *DeviceContext) OMSetBlendState(state *BlendState, factor *f32color.RGBA, sampleMask uint32)
- func (c *DeviceContext) OMSetDepthStencilState(state *DepthStencilState, stencilRef uint32)
- func (c *DeviceContext) OMSetRenderTargets(target *RenderTargetView, depthStencil *DepthStencilView)
- func (c *DeviceContext) PSSetConstantBuffers(b *Buffer)
- func (c *DeviceContext) PSSetSamplers(startSlot uint32, s *SamplerState)
- func (c *DeviceContext) PSSetShader(s *PixelShader)
- func (c *DeviceContext) PSSetShaderResources(startSlot uint32, s *ShaderResourceView)
- func (c *DeviceContext) RSSetState(state *RasterizerState)
- func (c *DeviceContext) RSSetViewports(viewport *VIEWPORT)
- func (c *DeviceContext) Unmap(resource *Resource, subResource uint32)
- func (c *DeviceContext) UpdateSubresource(res *Resource, dstBox *BOX, rowPitch, depthPitch uint32, data []byte)
- func (c *DeviceContext) VSSetConstantBuffers(b *Buffer)
- func (c *DeviceContext) VSSetShader(s *VertexShader)
- type ErrorCode
- type GUID
- type IDXGIAdapter
- type IDXGIDevice
- type IDXGIFactory
- type IDXGIObject
- type IDXGISwapChain
- func (s *IDXGISwapChain) GetBuffer(index int, riid *GUID) (*IUnknown, error)
- func (s *IDXGISwapChain) GetDesc() (DXGI_SWAP_CHAIN_DESC, error)
- func (s *IDXGISwapChain) Present(SyncInterval int, Flags uint32) error
- func (s *IDXGISwapChain) ResizeBuffers(buffers, width, height, newFormat, flags uint32) error
- type INPUT_ELEMENT_DESC
- type IUnknown
- type InputLayout
- type MAPPED_SUBRESOURCE
- type PixelShader
- type RASTERIZER_DESC
- type RENDER_TARGET_BLEND_DESC
- type RasterizerState
- type RenderTargetView
- type Resource
- type SAMPLER_DESC
- type SHADER_RESOURCE_VIEW_DESC
- type SHADER_RESOURCE_VIEW_DESC_TEX2D
- type SUBRESOURCE_DATA
- type SamplerState
- type ShaderResourceView
- type TEX2D_DSV
- type TEX2D_SRV
- type TEXTURE2D_DESC
- type Texture2D
- type VIEWPORT
- type VertexShader
Constants ¶
View Source
const ( SDK_VERSION = 7 DRIVER_TYPE_HARDWARE = 1 DXGI_FORMAT_UNKNOWN = 0 DXGI_FORMAT_R16_FLOAT = 54 DXGI_FORMAT_R32_FLOAT = 41 DXGI_FORMAT_R32G32_FLOAT = 16 DXGI_FORMAT_R32G32B32_FLOAT = 6 DXGI_FORMAT_R32G32B32A32_FLOAT = 2 DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29 DXGI_FORMAT_R16_SINT = 59 DXGI_FORMAT_R16G16_SINT = 38 DXGI_FORMAT_R16_UINT = 57 DXGI_FORMAT_D24_UNORM_S8_UINT = 45 DXGI_FORMAT_R16G16_FLOAT = 34 DXGI_FORMAT_R16G16B16A16_FLOAT = 10 FORMAT_SUPPORT_TEXTURE2D = 0x20 FORMAT_SUPPORT_RENDER_TARGET = 0x4000 DXGI_USAGE_RENDER_TARGET_OUTPUT = 1 << (1 + 4) CPU_ACCESS_READ = 0x20000 MAP_READ = 1 DXGI_SWAP_EFFECT_DISCARD = 0 FEATURE_LEVEL_9_1 = 0x9100 FEATURE_LEVEL_9_3 = 0x9300 FEATURE_LEVEL_11_0 = 0xb000 USAGE_IMMUTABLE = 1 USAGE_STAGING = 3 BIND_VERTEX_BUFFER = 0x1 BIND_INDEX_BUFFER = 0x2 BIND_CONSTANT_BUFFER = 0x4 BIND_SHADER_RESOURCE = 0x8 BIND_RENDER_TARGET = 0x20 BIND_DEPTH_STENCIL = 0x40 PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4 PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5 FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14 FILTER_MIN_MAG_MIP_POINT = 0 TEXTURE_ADDRESS_MIRROR = 2 TEXTURE_ADDRESS_CLAMP = 3 TEXTURE_ADDRESS_WRAP = 1 SRV_DIMENSION_TEXTURE2D = 4 CREATE_DEVICE_DEBUG = 0x2 FILL_SOLID = 3 CULL_NONE = 1 CLEAR_DEPTH = 0x1 CLEAR_STENCIL = 0x2 DSV_DIMENSION_TEXTURE2D = 3 DEPTH_WRITE_MASK_ALL = 1 COMPARISON_GREATER = 5 COMPARISON_GREATER_EQUAL = 7 BLEND_OP_ADD = 1 BLEND_ONE = 2 BLEND_INV_SRC_ALPHA = 6 BLEND_ZERO = 1 BLEND_DEST_COLOR = 9 BLEND_DEST_ALPHA = 7 COLOR_WRITE_ENABLE_ALL = 1 | 2 | 4 | 8 DXGI_STATUS_OCCLUDED = 0x087A0001 DXGI_ERROR_DEVICE_RESET = 0x887A0007 DXGI_ERROR_DEVICE_REMOVED = 0x887A0005 D3DDDIERR_DEVICEREMOVED = 1<<31 | 0x876<<16 | 2160 )
Variables ¶
View Source
var ( IID_Texture2D = GUID{ 0x6f15aaf2, 0xd208, 0x4e89, 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c, } IID_IDXGIDevice = GUID{ 0x54ec77fa, 0x1377, 0x44e6, 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c, } IID_IDXGIFactory = GUID{ 0x7b7166ec, 0x21c7, 0x44ae, 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69, } )
Functions ¶
func CreateDevice ¶
func CreateDeviceAndSwapChain ¶
func CreateDeviceAndSwapChain( driverType uint32, flags uint32, swapDesc *DXGI_SWAP_CHAIN_DESC, ) (*Device, *DeviceContext, *IDXGISwapChain, uint32, error)
func IUnknownRelease ¶
Types ¶
type BLEND_DESC ¶
type BLEND_DESC struct {
AlphaToCoverageEnable uint32
IndependentBlendEnable uint32
RenderTarget [8]RENDER_TARGET_BLEND_DESC
}
type BUFFER_DESC ¶
type BlendState ¶
type BlendState struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type DEPTH_STENCILOP_DESC ¶
type DEPTH_STENCIL_DESC ¶
type DEPTH_STENCIL_DESC struct {
DepthEnable uint32
DepthWriteMask uint32
DepthFunc uint32
StencilEnable uint32
StencilReadMask uint8
StencilWriteMask uint8
FrontFace DEPTH_STENCILOP_DESC
BackFace DEPTH_STENCILOP_DESC
}
type DXGI_MODE_DESC ¶
type DXGI_RATIONAL ¶
type DXGI_SAMPLE_DESC ¶
type DXGI_SWAP_CHAIN_DESC ¶
type DXGI_SWAP_CHAIN_DESC struct {
BufferDesc DXGI_MODE_DESC
SampleDesc DXGI_SAMPLE_DESC
BufferUsage uint32
BufferCount uint32
OutputWindow windows.Handle
Windowed uint32
SwapEffect uint32
Flags uint32
}
type DepthStencilState ¶
type DepthStencilState struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type DepthStencilView ¶
type DepthStencilView struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
func CreateDepthView ¶
func CreateDepthView( d *Device, width, height, depthBits int, ) (*DepthStencilView, error)
type Device ¶
type Device struct {
Vtbl *struct {
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
// contains filtered or unexported fields
}
}
func (*Device) CheckFormatSupport ¶
func (*Device) CreateBlendState ¶
func (d *Device) CreateBlendState(desc *BLEND_DESC) (*BlendState, error)
func (*Device) CreateBuffer ¶
func (d *Device) CreateBuffer(desc *BUFFER_DESC, data []byte) (*Buffer, error)
func (*Device) CreateDepthStencilState ¶
func (d *Device) CreateDepthStencilState(desc *DEPTH_STENCIL_DESC) ( *DepthStencilState, error, )
func (*Device) CreateDepthStencilViewTEX2D ¶
func (d *Device) CreateDepthStencilViewTEX2D( res *Resource, desc *DEPTH_STENCIL_VIEW_DESC_TEX2D, ) (*DepthStencilView, error)
func (*Device) CreateInputLayout ¶
func (d *Device) CreateInputLayout( descs []INPUT_ELEMENT_DESC, bytecode []byte, ) (*InputLayout, error)
func (*Device) CreatePixelShader ¶
func (d *Device) CreatePixelShader(bytecode []byte) (*PixelShader, error)
func (*Device) CreateRasterizerState ¶
func (d *Device) CreateRasterizerState(desc *RASTERIZER_DESC) ( *RasterizerState, error, )
func (*Device) CreateRenderTargetView ¶
func (d *Device) CreateRenderTargetView(res *Resource) ( *RenderTargetView, error, )
func (*Device) CreateSamplerState ¶
func (d *Device) CreateSamplerState(desc *SAMPLER_DESC) (*SamplerState, error)
func (*Device) CreateShaderResourceViewTEX2D ¶
func (d *Device) CreateShaderResourceViewTEX2D( res *Resource, desc *SHADER_RESOURCE_VIEW_DESC_TEX2D, ) (*ShaderResourceView, error)
func (*Device) CreateTexture2D ¶
func (d *Device) CreateTexture2D(desc *TEXTURE2D_DESC) (*Texture2D, error)
func (*Device) CreateVertexShader ¶
func (d *Device) CreateVertexShader(bytecode []byte) (*VertexShader, error)
func (*Device) GetFeatureLevel ¶
func (*Device) GetImmediateContext ¶
func (d *Device) GetImmediateContext() *DeviceContext
type DeviceContext ¶
type DeviceContext struct {
Vtbl *struct {
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
// contains filtered or unexported fields
}
}
func (*DeviceContext) ClearDepthStencilView ¶
func (c *DeviceContext) ClearDepthStencilView( target *DepthStencilView, flags uint32, depth float32, stencil uint8, )
func (*DeviceContext) ClearRenderTargetView ¶
func (c *DeviceContext) ClearRenderTargetView( target *RenderTargetView, color *[4]float32, )
func (*DeviceContext) CopySubresourceRegion ¶
func (*DeviceContext) Draw ¶
func (c *DeviceContext) Draw(count, start uint32)
func (*DeviceContext) DrawIndexed ¶
func (c *DeviceContext) DrawIndexed(count, start uint32, base int32)
func (*DeviceContext) IASetIndexBuffer ¶
func (c *DeviceContext) IASetIndexBuffer(buf *Buffer, format, offset uint32)
func (*DeviceContext) IASetInputLayout ¶
func (c *DeviceContext) IASetInputLayout(layout *InputLayout)
func (*DeviceContext) IASetPrimitiveTopology ¶
func (c *DeviceContext) IASetPrimitiveTopology(mode uint32)
func (*DeviceContext) IASetVertexBuffers ¶
func (c *DeviceContext) IASetVertexBuffers(buf *Buffer, stride, offset uint32)
func (*DeviceContext) Map ¶
func (c *DeviceContext) Map( resource *Resource, subResource, mapType, mapFlags uint32, ) (MAPPED_SUBRESOURCE, error)
func (*DeviceContext) OMGetRenderTargets ¶
func (c *DeviceContext) OMGetRenderTargets() ( *RenderTargetView, *DepthStencilView, )
func (*DeviceContext) OMSetBlendState ¶
func (c *DeviceContext) OMSetBlendState( state *BlendState, factor *f32color.RGBA, sampleMask uint32, )
func (*DeviceContext) OMSetDepthStencilState ¶
func (c *DeviceContext) OMSetDepthStencilState( state *DepthStencilState, stencilRef uint32, )
func (*DeviceContext) OMSetRenderTargets ¶
func (c *DeviceContext) OMSetRenderTargets( target *RenderTargetView, depthStencil *DepthStencilView, )
func (*DeviceContext) PSSetConstantBuffers ¶
func (c *DeviceContext) PSSetConstantBuffers(b *Buffer)
func (*DeviceContext) PSSetSamplers ¶
func (c *DeviceContext) PSSetSamplers(startSlot uint32, s *SamplerState)
func (*DeviceContext) PSSetShader ¶
func (c *DeviceContext) PSSetShader(s *PixelShader)
func (*DeviceContext) PSSetShaderResources ¶
func (c *DeviceContext) PSSetShaderResources( startSlot uint32, s *ShaderResourceView, )
func (*DeviceContext) RSSetState ¶
func (c *DeviceContext) RSSetState(state *RasterizerState)
func (*DeviceContext) RSSetViewports ¶
func (c *DeviceContext) RSSetViewports(viewport *VIEWPORT)
func (*DeviceContext) Unmap ¶
func (c *DeviceContext) Unmap(resource *Resource, subResource uint32)
func (*DeviceContext) UpdateSubresource ¶
func (c *DeviceContext) UpdateSubresource( res *Resource, dstBox *BOX, rowPitch, depthPitch uint32, data []byte, )
func (*DeviceContext) VSSetConstantBuffers ¶
func (c *DeviceContext) VSSetConstantBuffers(b *Buffer)
func (*DeviceContext) VSSetShader ¶
func (c *DeviceContext) VSSetShader(s *VertexShader)
type IDXGIAdapter ¶
type IDXGIDevice ¶
type IDXGIDevice struct {
Vtbl *struct {
SetPrivateData uintptr
SetPrivateDataInterface uintptr
GetPrivateData uintptr
GetParent uintptr
GetAdapter uintptr
CreateSurface uintptr
QueryResourceResidency uintptr
SetGPUThreadPriority uintptr
GetGPUThreadPriority uintptr
// contains filtered or unexported fields
}
}
func (*IDXGIDevice) GetAdapter ¶
func (d *IDXGIDevice) GetAdapter() (*IDXGIAdapter, error)
type IDXGIFactory ¶
type IDXGIFactory struct {
Vtbl *struct {
SetPrivateData uintptr
SetPrivateDataInterface uintptr
GetPrivateData uintptr
GetParent uintptr
EnumAdapters uintptr
MakeWindowAssociation uintptr
GetWindowAssociation uintptr
CreateSwapChain uintptr
CreateSoftwareAdapter uintptr
// contains filtered or unexported fields
}
}
func (*IDXGIFactory) CreateSwapChain ¶
func (d *IDXGIFactory) CreateSwapChain( device *IUnknown, desc *DXGI_SWAP_CHAIN_DESC, ) (*IDXGISwapChain, error)
type IDXGIObject ¶
type IDXGIObject struct {
Vtbl *struct {
SetPrivateData uintptr
SetPrivateDataInterface uintptr
GetPrivateData uintptr
GetParent uintptr
// contains filtered or unexported fields
}
}
func (*IDXGIObject) GetParent ¶
func (d *IDXGIObject) GetParent(guid *GUID) (*IDXGIObject, error)
type IDXGISwapChain ¶
type IDXGISwapChain struct {
Vtbl *struct {
SetPrivateData uintptr
SetPrivateDataInterface uintptr
GetPrivateData uintptr
GetParent uintptr
GetDevice uintptr
Present uintptr
GetBuffer uintptr
SetFullscreenState uintptr
GetFullscreenState uintptr
GetDesc uintptr
ResizeBuffers uintptr
ResizeTarget uintptr
GetContainingOutput uintptr
GetFrameStatistics uintptr
GetLastPresentCount uintptr
// contains filtered or unexported fields
}
}
func CreateSwapChain ¶
func CreateSwapChain(dev *Device, hwnd windows.Handle) ( *IDXGISwapChain, error, )
func (*IDXGISwapChain) GetBuffer ¶
func (s *IDXGISwapChain) GetBuffer(index int, riid *GUID) (*IUnknown, error)
func (*IDXGISwapChain) GetDesc ¶
func (s *IDXGISwapChain) GetDesc() (DXGI_SWAP_CHAIN_DESC, error)
func (*IDXGISwapChain) Present ¶
func (s *IDXGISwapChain) Present(SyncInterval int, Flags uint32) error
func (*IDXGISwapChain) ResizeBuffers ¶
func (s *IDXGISwapChain) ResizeBuffers(buffers, width, height, newFormat, flags uint32) error
type INPUT_ELEMENT_DESC ¶
type InputLayout ¶
type MAPPED_SUBRESOURCE ¶
type PixelShader ¶
type PixelShader struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type RASTERIZER_DESC ¶
type RasterizerState ¶
type RasterizerState struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type RenderTargetView ¶
type RenderTargetView struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type SAMPLER_DESC ¶
type SHADER_RESOURCE_VIEW_DESC_TEX2D ¶
type SHADER_RESOURCE_VIEW_DESC_TEX2D struct {
SHADER_RESOURCE_VIEW_DESC
Texture2D TEX2D_SRV
}
type SUBRESOURCE_DATA ¶
type SUBRESOURCE_DATA struct {
// contains filtered or unexported fields
}
type SamplerState ¶
type SamplerState struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type ShaderResourceView ¶
type ShaderResourceView struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type TEXTURE2D_DESC ¶
type Texture2D ¶
type Texture2D struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
type VertexShader ¶
type VertexShader struct {
Vtbl *struct {
// contains filtered or unexported fields
}
}
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