本文整理汇总了C++中RosUmdDevice类的典型用法代码示例。如果您正苦于以下问题:C++ RosUmdDevice类的具体用法?C++ RosUmdDevice怎么用?C++ RosUmdDevice使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了RosUmdDevice类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: catch
void APIENTRY RosUmdDeviceDdi::DdiStagingResourceMap(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HRESOURCE hResource,
UINT subResource,
D3D10_DDI_MAP mapType,
UINT mapFlags,
D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubRes)
{
RosUmdLogging::Entry(__FUNCTION__);
RosUmdDevice* pRosUmdDevice = RosUmdDevice::CastFrom(hDevice);
RosUmdResource * pResource = (RosUmdResource *)hResource.pDrvPrivate;
try
{
pRosUmdDevice->StagingResourceMap(pResource, subResource, mapType, mapFlags, pMappedSubRes);
}
catch (std::exception & e)
{
pRosUmdDevice->SetException(e);
}
RosUmdLogging::Exit(__FUNCTION__);
}
示例2: DdiPsSetShader
void APIENTRY RosUmdDeviceDdi::DdiPsSetShader(D3D10DDI_HDEVICE hDevice, D3D10DDI_HSHADER hShader) {
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
RosUmdShader * pShader = RosUmdShader::CastFrom(hShader);
pDevice->SetPixelShader(pShader);
}
示例3: DdiIaSetTopology
void APIENTRY RosUmdDeviceDdi::DdiIaSetTopology(
D3D10DDI_HDEVICE hDevice,
D3D10_DDI_PRIMITIVE_TOPOLOGY topology)
{
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->SetTopology(topology);
}
示例4: DdiDraw
void APIENTRY RosUmdDeviceDdi::DdiDraw(
D3D10DDI_HDEVICE hDevice,
UINT vertexCount,
UINT startVertexLocation)
{
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->Draw(vertexCount, startVertexLocation);
}
示例5: DdiCheckCounterInfo
void APIENTRY RosUmdDeviceDdi::DdiCheckCounterInfo(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_COUNTER_INFO* pCounterInfo)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice* pRosUmdDevice = RosUmdDevice::CastFrom(hDevice);
pRosUmdDevice->CheckCounterInfo(pCounterInfo);
}
示例6: DdiSetViewports
void APIENTRY RosUmdDeviceDdi::DdiSetViewports(
D3D10DDI_HDEVICE hDevice,
UINT numViewports,
UINT clearViewports,
const D3D10_DDI_VIEWPORT* pViewports)
{
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->SetViewports(numViewports, clearViewports, pViewports);
}
示例7: DdiClearRenderTargetView
void APIENTRY RosUmdDeviceDdi::DdiClearRenderTargetView(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HRENDERTARGETVIEW hRenderTargetView,
FLOAT clearColor[4])
{
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
RosUmdRenderTargetView * pRenderTargetView = RosUmdRenderTargetView::CastFrom(hRenderTargetView);
pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
}
示例8: DdiDrawIndexed
void APIENTRY RosUmdDeviceDdi::DdiDrawIndexed(
D3D10DDI_HDEVICE hDevice,
UINT indexCount,
UINT startIndexLocation,
INT baseVertexLocation)
{
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->DrawIndexed(indexCount, startIndexLocation, baseVertexLocation);
}
示例9: DdiIaSetInputLayout
void APIENTRY RosUmdDeviceDdi::DdiIaSetInputLayout(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HELEMENTLAYOUT hElementLayout)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
RosUmdElementLayout * pElementLayout = RosUmdElementLayout::CastFrom(hElementLayout);
pDevice->SetElementLayout(pElementLayout);
}
示例10: DdiDestroyShader
void APIENTRY RosUmdDeviceDdi::DdiDestroyShader(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HSHADER hShader)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->DestroyShader(hShader);
}
示例11: DdiSetRasterizerState
void APIENTRY RosUmdDeviceDdi::DdiSetRasterizerState(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HRASTERIZERSTATE hRasterizerState)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
RosUmdRasterizerState * pRasterizerState = RosUmdRasterizerState::CastFrom(hRasterizerState);
pDevice->SetRasterizerState(pRasterizerState);
}
示例12: DdiSetDepthStencilState
void APIENTRY RosUmdDeviceDdi::DdiSetDepthStencilState(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HDEPTHSTENCILSTATE hDepthStencilState,
UINT StencilRef)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
RosUmdDepthStencilState * pDepthStencilState = RosUmdDepthStencilState::CastFrom(hDepthStencilState);
pDevice->SetDepthStencilState(pDepthStencilState, StencilRef);
}
示例13: DdiDSSetSamplers
void APIENTRY RosUmdDeviceDdi::DdiDSSetSamplers(
D3D10DDI_HDEVICE hDevice,
UINT Offset,
UINT NumSamplers,
const D3D10DDI_HSAMPLER* phSamplers)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->SetDomainSamplers(Offset, NumSamplers, phSamplers);
}
示例14: DdiIaSetIndexBuffer
void APIENTRY RosUmdDeviceDdi::DdiIaSetIndexBuffer(
D3D10DDI_HDEVICE hDevice,
D3D10DDI_HRESOURCE hIndexBuffer,
DXGI_FORMAT hIndexFormat,
UINT offset)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice * pDevice = RosUmdDevice::CastFrom(hDevice);
pDevice->SetIndexBuffer(hIndexBuffer, hIndexFormat, offset);
}
示例15: DdiCheckFormatSupport
void APIENTRY RosUmdDeviceDdi::DdiCheckFormatSupport(
D3D10DDI_HDEVICE hDevice,
DXGI_FORMAT Format,
UINT* pFormatSupport)
{
RosUmdLogging::Call(__FUNCTION__);
RosUmdDevice* pRosUmdDevice = RosUmdDevice::CastFrom(hDevice);
pRosUmdDevice->CheckFormatSupport(Format, pFormatSupport);
}