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This repository was archived by the owner on Mar 30, 2019. It is now read-only.
@@ -208,17 +209,16 @@ public unsafe void SetRenderTargets(CpuDescriptorHandle? renderTargetDescriptor,
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/// <p>Sets a CPU descriptor handle for the vertex buffers.</p>
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/// </summary>
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/// <param name="startSlot"><dd> <p> Index into the device's zero-based array to begin setting vertex buffers. </p> </dd></param>
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/// <param name="numViews"><dd> <p> The number of views in the <em>pViews</em> array. </p> </dd></param>
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/// <param name="viewsRef"><dd> <p> Specifies the vertex buffer views in an array of <strong><see cref="SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>
/// <param name="vertexBufferViews"><dd> <p> Specifies the vertex buffer views in an array of <strong><see cref="SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>
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/// <param name="numBuffers"><dd> <p> The number of views in the <em>pViews</em> array. </p> </dd></param>
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/// <msdn-id>dn986883</msdn-id>
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/// <unmanaged>void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews)</unmanaged>
@@ -227,35 +227,31 @@ public void SetVertexBuffers(int startSlot, SharpDX.Direct3D12.VertexBufferView[
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/// <p>Sets a CPU descriptor handle for the vertex buffers.</p>
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/// </summary>
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/// <param name="startSlot"><dd> <p> Index into the device's zero-based array to begin setting vertex buffers. </p> </dd></param>
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/// <param name="numViews"><dd> <p> The number of views in the <em>pViews</em> array. </p> </dd></param>
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/// <param name="viewsRef"><dd> <p> Specifies the vertex buffer views in an array of <strong><see cref="SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>
/// <p> Bind an array of viewports to the rasterizer stage of the pipeline. </p>
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/// </summary>
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/// <param name="numViewports"><dd> <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>
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/// <param name="viewportsRef"><dd> <p> An array of <strong><see cref="SharpDX.Direct3D12.Viewport"/></strong> structures to bind to the device. </p> </dd></param>
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/// <param name="viewports"><dd> <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>
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/// <remarks>
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/// <p> All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled. </p><p> Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array. </p><strong>Note</strong> Even though you specify float values to the members of the <strong><see cref="SharpDX.Direct3D12.Viewport"/></strong> structure for the <em>pViewports</em> array in a call to <strong>RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.
@@ -266,12 +262,10 @@ public void SetViewports(params SharpDX.Mathematics.Interop.RawViewportF[] viewp
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/// <summary>
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/// <p> Bind an array of viewports to the rasterizer stage of the pipeline. </p>
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/// </summary>
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/// <param name="numViewports"><dd> <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>
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/// <param name="viewportsRef"><dd> <p> An array of <strong><see cref="SharpDX.Direct3D12.Viewport"/></strong> structures to bind to the device. </p> </dd></param>
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/// <param name="viewport"><dd> <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>
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/// <remarks>
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/// <p> All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled. </p><p> Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array. </p><strong>Note</strong> Even though you specify float values to the members of the <strong><see cref="SharpDX.Direct3D12.Viewport"/></strong> structure for the <em>pViewports</em> array in a call to <strong>RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.