Package d3d11.other

Examples of d3d11.other.TestEqualsAndHashCode


      try {
        int result = CreateDomainShader(compiledCode.GetBufferPointer(), (int) compiledCode.GetBufferSize(),
                        linkage != null ? pointerTo(linkage) : null,
                        pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create domain shader", result);
        }       
       
        return pp.get().getNativeObject(ID3D11DomainShader.class);
      } finally {
        pp.release();
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      try {
        int result = CreateComputeShader(compiledCode.GetBufferPointer(), (int) compiledCode.GetBufferSize(),
                        linkage != null ? pointerTo(linkage) : null,
                        pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create compute shader", result);
        }       
       
        return pp.get().getNativeObject(ID3D11ComputeShader.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11Buffer CreateBuffer(D3D11_BUFFER_DESC desc, D3D11_SUBRESOURCE_DATA initialData) {
      Pointer<Pointer<ID3D11Buffer>> pp = allocatePointer(ID3D11Buffer.class);
      try {
        int result = CreateBuffer(pointerTo(desc), pointerTo(initialData), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create buffer", result);
        }
       
        return pp.get().getNativeObject(ID3D11Buffer.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11Texture1D CreateTexture1D(D3D11_TEXTURE1D_DESC desc, D3D11_SUBRESOURCE_DATA initialData) {
      Pointer<Pointer<ID3D11Texture1D>> pp = allocatePointer(ID3D11Texture1D.class);
      try {
        int result = CreateTexture1D(pointerTo(desc), pointerTo(initialData), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create 1D texture", result);
        }
       
        return pp.get().getNativeObject(ID3D11Texture1D.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11Texture2D CreateTexture2D(D3D11_TEXTURE2D_DESC desc, D3D11_SUBRESOURCE_DATA initialData) {
      Pointer<Pointer<ID3D11Texture2D>> pp = allocatePointer(ID3D11Texture2D.class);
      try {
        int result = this.CreateTexture2D(pointerTo(desc), pointerTo(initialData), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create 2D texture", result);
        }
       
        return pp.get().getNativeObject(ID3D11Texture2D.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11Texture3D CreateTexture3D(D3D11_TEXTURE3D_DESC desc, D3D11_SUBRESOURCE_DATA initialData) {
      Pointer<Pointer<ID3D11Texture3D>> pp = allocatePointer(ID3D11Texture3D.class);
      try {
        int result = this.CreateTexture3D(pointerTo(desc), pointerTo(initialData), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create 3D texture", result);
        }
       
        return pp.get().getNativeObject(ID3D11Texture3D.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11BlendState CreateBlendState(D3D11_BLEND_DESC desc) {
      Pointer<Pointer<ID3D11BlendState>> pp = allocatePointer(ID3D11BlendState.class);
      try {
        int result = this.CreateBlendState(pointerTo(desc), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create blend state", result);
        }
       
        return pp.get().getNativeObject(ID3D11BlendState.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11DepthStencilState CreateDepthStencilState(D3D11_DEPTH_STENCIL_DESC desc) {
      Pointer<Pointer<ID3D11DepthStencilState>> pp = allocatePointer(ID3D11DepthStencilState.class);
      try {
        int result = this.CreateDepthStencilState(pointerTo(desc), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create depth stencil state", result);
        }
       
        return pp.get().getNativeObject(ID3D11DepthStencilState.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11RasterizerState CreateRasterizerState(D3D11_RASTERIZER_DESC desc) {
      Pointer<Pointer<ID3D11RasterizerState>> pp = allocatePointer(ID3D11RasterizerState.class);
      try {
        int result = this.CreateRasterizerState(pointerTo(desc), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create rasterizer state", result);
        }
       
        return pp.get().getNativeObject(ID3D11RasterizerState.class);
      } finally {
        pp.release();
View Full Code Here

    public ID3D11SamplerState CreateSamplerState(D3D11_SAMPLER_DESC desc) {
      Pointer<Pointer<ID3D11SamplerState>> pp = allocatePointer(ID3D11SamplerState.class);
      try {
        int result = this.CreateSamplerState(pointerTo(desc), pp);
        if(result != 0) {
          throw new D3D11Exception("Could not create sampler state", result);
        }
       
        return pp.get().getNativeObject(ID3D11SamplerState.class);
      } finally {
        pp.release();
View Full Code Here

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