当前位置:网站首页>D3D function description
D3D function description
2022-07-21 23:00:00 【Freak587】
PSSetShaderResources function :
void PSSetShaderResources(
[in] UINT StartSlot,
[in] UINT NumViews,
[in, optional] ID3D11ShaderResourceView * const *ppShaderResourceViews
);
Parameters :
[in] StartSlot
type : UINT
Set start index ( Range :0-127).
[in] NumViews
type : UINT
Number of shader resources to set . most 128 Slots are available for shader resources ( Range :0-127).
[in, optional] ppShaderResourceViews
type :ID3D11ShaderResourceView *
The array of rendering resources to set .
DrawIndexed function :
void DrawIndexed(
[in] UINT IndexCount,
[in] UINT StartIndexLocation,
[in] INT BaseVertexLocation
);
Parameters :
[in] IndexCount
type : UINT
The number of indices to plot .
[in] StartIndexLocation
type : UINT
Start index .( from 0 Start )
[in] BaseVertexLocation
type :INT
The value added to each index before reading vertices from the vertex buffer .
IASetVertexBuffers function :
void IASetVertexBuffers(
[in] UINT StartSlot,
[in] UINT NumBuffers,
[in, optional] ID3D11Buffer * const *ppVertexBuffers,
[in, optional] const UINT *pStrides,
[in, optional] const UINT *pOffsets
);
Parameters :
[in] StartSlot
type :UINT
The first input slot for binding . The first vertex buffer is explicitly bound to the starting slot ; This will cause each additional vertex buffer in the array to be implicitly bound to each subsequent input slot . At most 16 or 32 Input slots ( Range from 0 To D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1); The maximum number of input slots depends on the feature level .( Vertex buffer start index )
[in] NumBuffers
type : UINT
The number of vertex buffers in the array . Number of buffers ( Add starting slot ) No more than IA Total number of stage input slots ( Range from 0 To D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot).( Number of vertex buffers )
[in, optional] ppVertexBuffers
type : ID3D11Buffer *
Pointer to vertex buffer array ( Please see the ID3D11Buffer). Vertex buffer must be used D3D11_BIND_VERTEX_BUFFER Flag creation .( My understanding is to set the vertex buffer )
[in, optional] pStrides
type : CONST UNIT*
Pointer to the stride value array ; A step value for each buffer in the vertex buffer array . Each step is the size of the element to be used from the vertex buffer ( In bytes ).( My understanding is vertex byte size , That is, set the size of the vertex buffer )
[in, optional] pOffsets
type :CONST UNIT*
Pointer to the array of offset values ; An offset value for each buffer in the vertex buffer array . Each offset is the number of bytes between the first element of the vertex buffer and the first element to be used .( My understanding is the vertex buffer offset value )
IASetIndexBuffer function :
void IASetIndexBuffer(
[in, optional] ID3D11Buffer *pIndexBuffer,
[in] DXGI_FORMAT Format,
[in] UINT Offset
);
Parameters :
[in, optional] pIndexBuffer
type :ID3D11Buffer *
Point to ID3D11Buffer object The pointer to , This object contains the index . Index buffer must be used D3D11_BIND_INDEX_BUFFER Flag creation .
[in] Format
type : DXGI_FORMAT
One individual DXGI_FORMAT, It specifies the format of the data in the index buffer . The only format allowed for index buffer data is 16 position (DXGI_FORMAT_R16_UINT) and 32 position (DXGI_FORMAT_R32_UINT) Integers .
[in] Offset
type :UINT
The offset from the beginning of the index buffer to the first index to be used ( In bytes ).
memcpy_s function :
_CRT_MEMCPY_S_INLINE errno_t __CRTDECL memcpy_s(
_Out_writes_bytes_to_opt_(_DestinationSize, _SourceSize) void* const _Destination,
_In_ rsize_t const _DestinationSize,
_In_reads_bytes_opt_(_SourceSize) void const* const _Source,
_In_ rsize_t const _SourceSize
)
Parameters :
Buffer to create ; The size of the created buffer ; Buffer to be copied ; Size of copied data
边栏推荐
- OSPF不规则区域,LSA以及序列号
- 关于Hololens2上AssetBundle资源管理、热更新问题(个人Hololens2进阶开发小总结三)
- Use and configuration method of eyebeam telephone calling software
- Predicate 条件筛选
- MySql the first
- Deduction record: dynamic programming 4 stock problems - 121122123188309714 the best time to buy and sell stocks (I, II, III, IV, including freezing period, including handling charges)
- Directx11--窗口初始化(win32)
- 什么是SIP协议?
- Pratique et réflexion sur l'architecture d'un système intégré de messages de GI pour 100 000 TPS
- OSPF的优化
猜你喜欢
Complete the tutorial of setting up MySQL database master-slave replication cluster
print的运用以及两数的交换
Directx11-- window initialization (Win32)
unity 锁定相机绕锁定目标的弧形运动
本地计算机上的MySQL57服务启动后停止
一套十萬級TPS的IM綜合消息系統的架構實踐與思考
HCIP 第八天
VolP终端与网关
Dx11 --- texture and lighting (flame animation, texture rotation, paste different textures)
OSPF综合实验
随机推荐
Special topic on long connection Gateway Technology (VIII): evolution of microservice based API gateway in station B from 0 to 1
How to build the call center customer service system?
TMUX learning records
MySql the first
HCIP 第八天
关于对齐次裁剪空间及HLSL语义的理解
RIP实验
HCIA考核
Force deduction record: dynamic planning 3 house robbery - 198 house robbery, 213 house robbery II, 337 house robbery III
视频直播技术分享:一文读懂主流视频直播系统的推拉流架构、传输协议等
VOS网络电话如何注册IMS
FXS and FXO: what is the difference and how it works
FXS与FXO:有什么区别以及它是如何工作的
What are the ways to build a call center? Is okcc's manual outbound call suitable for your enterprise?
Dx11 -- draw the prism with Dx11, and rotate and zoom with the keyboard and mouse
C语言 通讯录系统
搭建呼叫中心有什么方式,OKCC人工外呼适合你的企业吗?
Decryption of social software red envelope technology (12): technical design and practice behind decryption of Tiktok Spring Festival red envelopes
一个好用的Unity Touch管理器
代码修改模型的渐隐和渐现