Esempio n. 1
0
    void DeviceContext::Bind(const ShaderProgram& shaderProgram, const BoundClassInterfaces& dynLinkage)
    {
        auto& vsDyn = dynLinkage.GetClassInstances(ShaderStage::Vertex);
        _underlying->VSSetShader(shaderProgram.GetVertexShader().GetUnderlying(), 
            (ID3D::ClassInstance*const*)AsPointer(vsDyn.cbegin()), (unsigned)vsDyn.size());

        auto& psDyn = dynLinkage.GetClassInstances(ShaderStage::Pixel);
        _underlying->PSSetShader(shaderProgram.GetPixelShader().GetUnderlying(), 
            (ID3D::ClassInstance*const*)AsPointer(psDyn.cbegin()), (unsigned)psDyn.size());

        _underlying->GSSetShader(shaderProgram.GetGeometryShader().GetUnderlying(), nullptr, 0);
    }
Esempio n. 2
0
 void DeviceContext::Bind(const ShaderProgram& shaderProgram)
 {
     _underlying->VSSetShader(shaderProgram.GetVertexShader().GetUnderlying(), nullptr, 0);
     _underlying->GSSetShader(shaderProgram.GetGeometryShader().GetUnderlying(), nullptr, 0);
     _underlying->PSSetShader(shaderProgram.GetPixelShader().GetUnderlying(), nullptr, 0);
 }