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This repository was archived by the owner on Mar 30, 2019. It is now read-only.
/// <returns><p>A reference to a <strong><see cref="SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure that describes input binding of the resource. </p> </dd></returns>
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/// <returns><p>A reference to a <strong><see cref="SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure that describes input binding of the resource. </p></returns>
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/// <remarks>
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/// <p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets info about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p>
/// <returns><p>A reference to a <strong><see cref="SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure that describes input binding of the resource. </p> </dd></returns>
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/// <returns><p>A reference to a <strong><see cref="SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure that describes input binding of the resource. </p></returns>
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/// <remarks>
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/// <p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets info about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p>
Copy file name to clipboardExpand all lines: Source/SharpDX.DXGI/SwapChain.cs
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/// <remarks>
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/// <p>You cannot use <strong>GetFrameStatistics</strong> for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.</p><p>You can only use <strong>GetFrameStatistics</strong> for swap chains that either use the flip presentation model or draw in full-screen mode. You set the <strong><see cref="SharpDX.DXGI.SwapEffect.FlipSequential"/></strong> value in the <strong>SwapEffect</strong> member of the <strong><see cref="SharpDX.DXGI.SwapChainDescription1"/></strong> structure to specify that the swap chain uses the flip presentation model.</p>
/// <p>Starting with Direct3D 11.1, we recommend to instead use <strong><see cref="SharpDX.DXGI.SwapChain1.Present1"/></strong> because you can then use dirty rectangles and the scroll rectangle in the swap chain presentation and as such use less memory bandwidth and as a result less system power. For more info about using dirty rectangles and the scroll rectangle in swap chain presentation, see Using dirty rectangles and the scroll rectangle in swap chain presentation.</p><p>For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints.</p><p>Because calling <strong>Present</strong> might cause the render thread to wait on the message-pump thread, be careful when calling this method in an application that uses multiple threads. For more details, see Multithreading Considerations.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Specifying <strong><see cref="SharpDX.DXGI.PresentFlags.Test"/></strong> in the <em>Flags</em> parameter is analogous to <strong>IDirect3DDevice9::TestCooperativeLevel</strong> in Direct3D 9.</p> </td></tr> </table><p>?</p><p>For flip presentation model swap chains that you create with the <strong><see cref="SharpDX.DXGI.SwapEffect.FlipSequential"/></strong> value set, a successful presentation unbinds back buffer 0 from the graphics pipeline, except for when you pass the <strong><see cref="SharpDX.DXGI.PresentFlags.DoNotSequence"/></strong> flag in the <em>Flags</em> parameter.</p><p>For info about how data values change when you present content to the screen, see Converting data for the color space.</p>
/// An application can use Present1 to optimize presentation by specifying scroll and dirty rectangles. When the runtime has information about these rectangles, the runtime can then perform necessary bitblts during presentation more efficiently and pass this metadata to the Desktop Window Manager (DWM). The DWM can then use the metadata to optimize presentation and pass the metadata to indirect displays and terminal servers to optimize traffic over the wire. An application must confine its modifications to only the dirty regions that it passes to Present1, as well as modify the entire dirty region to avoid undefined resource contents from being exposed.For flip presentation model swap chains that you create with the <see cref="SharpDX.DXGI.SwapEffect.FlipSequential"/> value set, a successful presentation results in an unbind of back buffer 0 from the graphics pipeline, except for when you pass the <see cref="SharpDX.DXGI.PresentFlags.DoNotSequence"/> flag in the Flags parameter.Flip presentation model queueSuppose the following frames with sync-interval values are queued from oldest (A) to newest (E) before you call Present1.A: 3, B: 0, C: 0, D: 1, E: 0When you call Present1, the runtime shows frame A for 3 vertical blank intervals, then frame D for 1 vertical blank interval, and then frame E until you submit a new presentation. The runtime discards frames C and D.
Copy file name to clipboardExpand all lines: Source/SharpDX.DXGI/SwapChain2.cs
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/// <summary>
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/// <p>[This documentation is preliminary and is subject to change.]</p><p>Gets the source region used for the swap chain.</p><p>Use <strong>GetSourceSize</strong> to get the portion of the swap chain from which the operating system presents. The source rectangle is always defined by the region [0, 0, Width, Height]. Use <strong>SetSourceSize</strong> to set this portion of the swap chain. </p>
Copy file name to clipboardExpand all lines: Source/SharpDX.Direct2D1/DirectWrite/BitmapRenderTarget.cs
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/// }
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/// </pre><p>The <em>baselineOriginX</em>, <em>baslineOriginY</em>, <em>measuringMethod</em>, and <em>glyphRun</em> parameters are provided (as arguments) when the callback method is invoked. The <em>renderingParams</em>, <em>textColor</em> and <em>blackBoxRect</em> are not.</p><p>Default rendering params can be retrieved by using the <strong><see cref="SharpDX.DirectWrite.Factory.CreateMonitorRenderingParams"/></strong> method.</p><p></p>
Copy file name to clipboardExpand all lines: Source/SharpDX.Direct2D1/DirectWrite/TextAnalysisSink1.cs
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/// <param name="isSideways"><dd> <p>Whether the glyphs are rotated on their side, which is the default case for CJK and the case stacked Latin</p> </dd></param>
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/// <param name="isRightToLeft"><dd> <p>Whether the script should be shaped as right-to-left. For Arabic stacked top-to-bottom, even when the adjusted bidi level is coerced to an even level, this will still be true.</p> </dd></param>
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/// <returns><p>Returns a successful code or an error code to abort analysis.</p></returns>
Copy file name to clipboardExpand all lines: Source/SharpDX.Direct2D1/DirectWrite/TextAnalysisSource1.cs
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/// <remarks>
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/// <p>The text analyzer calls back to this to get the desired glyph orientation and resolved bidi level, which it uses along with the script properties of the text to determine the actual orientation of each character, which it reports back to the client via the sink SetGlyphOrientation method.</p>