IMTLComputePipelineState IMTLDepthStencilState IMTLDevice IMTLDevice 屬性 方法 CreateBuffer CreateBufferNoCopy CreateCommandQueue CreateComputePipelineState CreateDefaultLibrary CreateDepthStencilState CreateLibrary CreateRenderPipelineState CreateSamplerState CreateTexture SupportsFeatureSet IMTLDrawable IMTLEvent IMT...
在下文中一共展示了RenderDevice::createPipelineState方法的1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: if ▲点赞 6▼ ///TODO:Output errorsEffectPass::EffectPass(RenderDevice& device, ResourceManager& resources...
typedef struct D3D12DDIARG_CREATE_PIPELINE_STATE_0075 { D3D12DDI_HSHADER hComputeShader; D3D12DDI_HSHADER hVertexShader; D3D12DDI_HSHADER hPixelShader; D3D12DDI_HSHADER hDomainShader; D3D12DDI_HSHADER hHullShader; D3D12DDI_HSHADER hGeometryShader; D3D12DDI_HROOTSIGNATURE...
如果ResourceDimension成员中的值设置为D3D10DDIRESOURCE_TEXTURE3D,则包含在D3D10DDIARG_CREATERENDERTARGETVIEW中的成员,该成员可以保存三维纹理的D3D10DDIARG_TEX3D_RENDERTARGETVIEW结构。 [in] TexCube 如果ResourceDimension成员中的值设置为D3D10DDIRESOURCE_TEXTURECUBE,则包含在D3D10DDIARG_CREATE...
CreateRenderTargetView 函式會建立轉譯目標檢視。語法C++ 複製 PFND3D10DDI_CREATERENDERTARGETVIEW Pfnd3d10ddiCreaterendertargetview; void Pfnd3d10ddiCreaterendertargetview( D3D10DDI_HDEVICE unnamedParam1, const D3D10DDIARG_CREATERENDERTARGETVIEW *unnamedParam2, D3D10DDI_HRENDERTARGET...
主题 登录 此主题的部分內容可能由机器或 AI 翻译。 消除警报 D3d11_1.h D3d11_2.h D3d11_3.h D3d11_4.h D3d11sdklayers.h D3d11shader.h D3d11shadertracing.h D3dcommon.h D3dcsx.h 下载PDF Learn Windows 应用 Win32 API Direct3D 11 图形 ...
Render pipeline: Forwarder & Deferred. Skylicht Engine is a super lightweight Game Engine that targets mobile platforms (Android, IOS). And, it's completely free. How to build the project PlatformBuild Status Cygwin64 Windows MacOS, IOS ...
反馈 本文内容 语法 参数 返回值 备注 显示另外 2 个 创建用于访问资源中的数据的着色器资源视图。 语法 C++复制 voidCreateShaderResourceView( [in, optional] ID3D12Resource *pResource, [in, optional]constD3D12_SHADER_RESOURCE_VIEW_DESC *pDesc, [in] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor ); ...
When combined with the correct material, the result is exactly like the procedural output... but now your asset can be used as a brush in terrain! (The prefab used here is included in the project - 'LODGrass'.)About Grass for Unity's HD render pipeline. This project was an experiment...
/// [MenuItem("Assets/Create/PipelineExampleTile")] public static void CreatePipelineExampleTile() { string path = EditorUtility.SaveFilePanelInProject("Save Pipeline Example Tile", "New Pipeline Example Tile", "Asset", "Save Pipeline Example Tile", "Assets"); if (path == "") return; ...