2. DirectX API 함수

MwG·2024년 8월 2일

DirectX11

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그래픽 파이프 라인단계

DirectX API 함수 형식으로 작성하였습니다.

입력조립단계(IA -> Input Assembler)

ID3D11DeviceContext::IASetVertexBuffers()
ID3D11DeviceContext::IASetInderBuffer()
ID3D11DeviceContext::IASetPrimitiveToplogy()
ID3D11DeviceContext::IASetInputLayout()

ID3D11DeviceContext::IAGetVertexBuffers()
ID3D11DeviceContext::IAGetInderBuffer()
ID3D11DeviceContext::IAGetPrimitiveToplogy()
ID3D11DeviceContext::IAGetInputLayout()

정점 셰이더 단계(VS ->Vertex Shader)

ID3D11DeviceContext::VSSetShader()
ID3D11DeviceContext::VSSetShaderResources()
ID3D11DeviceContext::VSSetConstantBuffers()
ID3D11DeviceContext::VSSetSamplers()

ID3D11DeviceContext::VSGetShader()
ID3D11DeviceContext::VSGetShaderResources()
ID3D11DeviceContext::VSGetConstantBuffers()
ID3D11DeviceContext::VSGetSamplers()

헐 셰이더 단계(HS -> Hull Shader)

ID3D11DeviceContext::HSSetShader()
ID3D11DeviceContext::HSSetShaderResources()
ID3D11DeviceContext::HSSetConstantBuffers()
ID3D11DeviceContext::HSSetSamplers()

ID3D11DeviceContext::HSGetShader()
ID3D11DeviceContext::HSGetShaderResources()
ID3D11DeviceContext::HSGetConstantBuffers()
ID3D11DeviceContext::HSGetSamplers()

도메인 셰이더 단계(DS -> Domain Shader)

ID3D11DeviceContext::DSSetShader()
ID3D11DeviceContext::DSSetShaderResources()
ID3D11DeviceContext::DSSetConstantBuffers()
ID3D11DeviceContext::DSSetSamplers()

ID3D11DeviceContext::DSGetShader()
ID3D11DeviceContext::DSGetShaderResources()
ID3D11DeviceContext::DSGetConstantBuffers()
ID3D11DeviceContext::DSGetSamplers()

기하 셰이더 단계(GS -> Geometry Shader)

ID3D11DeviceContext::GSSetShader()
ID3D11DeviceContext::GSSetShaderResources()
ID3D11DeviceContext::GSSetConstantBuffers()
ID3D11DeviceContext::GSSetSamplers()

ID3D11DeviceContext::GSGetShader()
ID3D11DeviceContext::GSGetShaderResources()
ID3D11DeviceContext::GSGetConstantBuffers()
ID3D11DeviceContext::GDSGetSamplers()

스트림 출력 단계(SO -> Stream Output)

ID3D11DeviceContext::SOSetTargets()

ID3D11DeviceContext::SOGetTargets()

래스터라이저 단계(RS -> Rasterizer/Interpolator)

ID3D11DeviceContext::RSSetShaderState()
ID3D11DeviceContext::RSSetViewports()
ID3D11DeviceContext::RSSetScissorRects()

ID3D11DeviceContext::RSGetShaderState()
ID3D11DeviceContext::RSGetViewports()
ID3D11DeviceContext::RSGetScissorRects()

픽셀 셰이더 단계(PS -> Pixel Shader)

ID3D11DeviceContext::PSSetShader()
ID3D11DeviceContext::PSSetShaderResources()
ID3D11DeviceContext::PSSetConstantBuffers()
ID3D11DeviceContext::PSSetSamplers()

ID3D11DeviceContext::PSGetShader()
ID3D11DeviceContext::PSGetShaderResources()
ID3D11DeviceContext::PSGetConstantBuffers()
ID3D11DeviceContext::PSGetSamplers()

출력 병합 단계(OM -> Output Merger)

ID3D11DeviceContext::OMSetRenderTargets()
ID3D11DeviceContext::OMSetBlendState()
ID3D11DeviceContext::OMSetDepthStencilState()

ID3D11DeviceContext::OMGetRenderTargets()
ID3D11DeviceContext::OMGetBlendState()
ID3D11DeviceContext::OMGetDepthStencilState()

계산 셰이더 단계(CS -> Compute Shader)

그래픽 출력과 관련이 없는 병렬 처리 기능의 구현을 위해 Direct3D 11을 확장하는 프로그램 가능 셰이더이다.
GPU를 범용의 병렬 프로세서로 사용할 수 있도록 해준다.

ID3D11DeviceContext::CSSetShader()
ID3D11DeviceContext::CSSetShaderResources()
ID3D11DeviceContext::CSSetConstantBuffers()
ID3D11DeviceContext::CSSetSamplers()

ID3D11DeviceContext::CSGetShader()
ID3D11DeviceContext::CSGetShaderResources()
ID3D11DeviceContext::CSGetConstantBuffers()
ID3D11DeviceContext::CSGetSamplers()

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