53 RSSetViewports(
unsigned int NumViewports,
const D3D11_VIEWPORT *pViewports);
64 unsigned int NumViews,
65 ID3D11ShaderResourceView*
const* ppShaderResourceViews);
84 ID3D11ClassInstance*
const* ppClassInstances,
85 unsigned int NumClassInstances);
96 ID3D11ClassInstance *
const *ppClassInstances,
97 unsigned int NumClassInstances);
111 unsigned int DstSubresource,
112 const D3D11_BOX* pDstBox,
113 const void* pSrcData,
114 unsigned int SrcRowPitch,
115 unsigned int SrcDepthPitch);
128 unsigned int NumBuffers,
129 ID3D11Buffer *
const *ppVertexBuffers,
130 const unsigned int* pStrides,
131 const unsigned int* pOffsets);
143 unsigned int Offset);
154 unsigned int NumSamplers,
155 ID3D11SamplerState*
const* ppSamplers);
163 RSSetState(ID3D11RasterizerState* pRasterizerState);
174 const float BlendFactor[4],
175 unsigned int SampleMask);
186 ID3D11RenderTargetView*
const* ppRenderTargetViews,
187 ID3D11DepthStencilView* pDepthStencilView);
205 const float ColorRGBA[4]);
217 unsigned int ClearFlags,
230 unsigned int NumBuffers,
231 ID3D11Buffer*
const* ppConstantBuffers);
242 unsigned int NumBuffers,
243 ID3D11Buffer*
const* ppConstantBuffers);
254 unsigned int StartIndexLocation,
255 int BaseVertexLocation);
Declara la API de Prerequisites dentro del subsistema Core.
void RSSetState(ID3D11RasterizerState *pRasterizerState)
Configura el Rasterizer State actual.
void DrawIndexed(unsigned int IndexCount, unsigned int StartIndexLocation, int BaseVertexLocation)
Envía un comando de dibujado de primitivas indexadas.
void OMSetBlendState(ID3D11BlendState *pBlendState, const float BlendFactor[4], unsigned int SampleMask)
Asigna un Blend State al Output Merger.
void PSSetShaderResources(unsigned int StartSlot, unsigned int NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews)
Asigna Shader Resource Views a la etapa de Pixel Shader.
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology)
Define la topología de primitivas a renderizar.
void destroy()
Libera el recurso ID3D11DeviceContext.
void PSSetConstantBuffers(unsigned int StartSlot, unsigned int NumBuffers, ID3D11Buffer *const *ppConstantBuffers)
Asigna constant buffers a la etapa de Pixel Shader.
void RSSetViewports(unsigned int NumViewports, const D3D11_VIEWPORT *pViewports)
Configura los viewports en la etapa de rasterización.
void update()
Actualiza parámetros internos del contexto.
void PSSetShader(ID3D11PixelShader *pPixelShader, ID3D11ClassInstance *const *ppClassInstances, unsigned int NumClassInstances)
Asigna un Pixel Shader al pipeline.
ID3D11DeviceContext * m_deviceContext
Puntero al contexto inmediato de Direct3D 11.
void VSSetConstantBuffers(unsigned int StartSlot, unsigned int NumBuffers, ID3D11Buffer *const *ppConstantBuffers)
Asigna constant buffers a la etapa de Vertex Shader.
void IASetIndexBuffer(ID3D11Buffer *pIndexBuffer, DXGI_FORMAT Format, unsigned int Offset)
Asigna un Index Buffer a la etapa de ensamblado de entrada.
void ClearDepthStencilView(ID3D11DepthStencilView *pDepthStencilView, unsigned int ClearFlags, float Depth, UINT8 Stencil)
Limpia un Depth Stencil View.
void init()
Inicializa el contexto del dispositivo.
void OMSetRenderTargets(unsigned int NumViews, ID3D11RenderTargetView *const *ppRenderTargetViews, ID3D11DepthStencilView *pDepthStencilView)
Asigna Render Targets y Depth Stencil al Output Merger.
void UpdateSubresource(ID3D11Resource *pDstResource, unsigned int DstSubresource, const D3D11_BOX *pDstBox, const void *pSrcData, unsigned int SrcRowPitch, unsigned int SrcDepthPitch)
Copia datos desde CPU hacia un recurso en GPU.
void VSSetShader(ID3D11VertexShader *pVertexShader, ID3D11ClassInstance *const *ppClassInstances, unsigned int NumClassInstances)
Asigna un Vertex Shader al pipeline.
void IASetVertexBuffers(unsigned int StartSlot, unsigned int NumBuffers, ID3D11Buffer *const *ppVertexBuffers, const unsigned int *pStrides, const unsigned int *pOffsets)
Asigna buffers de vértices a la etapa de ensamblado de entrada.
void PSSetSamplers(unsigned int StartSlot, unsigned int NumSamplers, ID3D11SamplerState *const *ppSamplers)
Asigna Sampler States a la etapa de Pixel Shader.
void IASetInputLayout(ID3D11InputLayout *pInputLayout)
Define el Input Layout activo en la etapa de ensamblado de entrada.
void ClearRenderTargetView(ID3D11RenderTargetView *pRenderTargetView, const float ColorRGBA[4])
Limpia un Render Target con un color dado.
void render()
Ejecuta operaciones relacionadas con render.