d3d11binding-0.0.0.7: src/Graphics/D3D11Binding/Interface/D3D11Device.hs
module Graphics.D3D11Binding.Interface.D3D11Device where
import Data.Word
import Foreign.Storable
import Foreign.Marshal.Alloc
import Foreign.Marshal.Array
import Foreign.Ptr
import Graphics.Win32
import Graphics.D3D11Binding.Types
import Graphics.D3D11Binding.Utils
import Graphics.D3D11Binding.Interface.Unknown
import Graphics.D3D11Binding.Interface.D3D11Buffer
import Graphics.D3D11Binding.Interface.D3D11Resource
import Graphics.D3D11Binding.Interface.D3D11DepthStencilView
import Graphics.D3D11Binding.Interface.D3D11RenderTargetView
import Graphics.D3D11Binding.Interface.D3D11ClassLinkage
import Graphics.D3D11Binding.Interface.D3D11InputLayout
import Graphics.D3D11Binding.Interface.D3D11Texture2D
import Graphics.D3D11Binding.Interface.D3D11SamplerState
import Graphics.D3D11Binding.Shader.D3D11VertexShader
import Graphics.D3D11Binding.Shader.D3D11PixelShader
foreign import stdcall "CreateRenderTargetView" c_createRenderTargetView
:: Ptr ID3D11Device -> Ptr ID3D11Resource -> Ptr D3D11RenderTargetViewDesc -> Ptr (Ptr ID3D11RenderTargetView) -> IO HRESULT
foreign import stdcall "CreateVertexShader" c_createVertexShader
:: Ptr ID3D11Device -> Ptr () -> Word32 -> Ptr ID3D11ClassLinkage -> Ptr (Ptr ID3D11VertexShader) -> IO HRESULT
foreign import stdcall "CreatePixelShader" c_createPixelShader
:: Ptr ID3D11Device -> Ptr () -> Word32 -> Ptr ID3D11ClassLinkage -> Ptr (Ptr ID3D11PixelShader) -> IO HRESULT
foreign import stdcall "CreateInputLayout" c_createInputLayout
:: Ptr ID3D11Device -> Ptr D3D11InputElementDesc -> Word32 -> Ptr () -> Word32 -> Ptr (Ptr ID3D11InputLayout) -> IO HRESULT
foreign import stdcall "CreateBuffer" c_createBuffer
:: Ptr ID3D11Device -> Ptr D3D11BufferDesc -> Ptr D3D11SubresourceData -> Ptr (Ptr ID3D11Buffer) -> IO HRESULT
foreign import stdcall "CreateTexture2D" c_createTexture2D
:: Ptr ID3D11Device -> Ptr D3D11Texture2DDesc -> Ptr D3D11SubresourceData -> Ptr (Ptr ID3D11Texture2D) -> IO HRESULT
foreign import stdcall "CreateDepthStencilView" c_createDepthStencilView
:: Ptr ID3D11Device -> Ptr ID3D11Resource -> Ptr D3D11DepthStencilViewDesc -> Ptr (Ptr ID3D11DepthStencilView) -> IO HRESULT
foreign import stdcall "CreateSamplerState" c_createSamplerState
:: Ptr ID3D11Device -> Ptr D3D11SamplerDesc -> Ptr (Ptr ID3D11SamplerState) -> IO HRESULT
class (UnknownInterface interface) => D3D11DeviceInterface interface where
createRenderTargetView
:: (D3D11ResourceInterface resource) =>
Ptr interface -> Ptr resource -> Maybe (D3D11RenderTargetViewDesc) -> IO (Either HRESULT (Ptr ID3D11RenderTargetView))
createRenderTargetView this pResource desc = alloca $ \renderTargetView -> maybePoke desc $ \pDesc -> do
hr <- c_createRenderTargetView (castPtr this) (castPtr pResource) pDesc renderTargetView
if hr < 0 then return (Left hr) else Right <$> peek renderTargetView
createDepthStencilView
:: (D3D11ResourceInterface resource) =>
Ptr interface -> Ptr resource -> Maybe (D3D11DepthStencilViewDesc) -> IO (Either HRESULT (Ptr ID3D11DepthStencilView))
createDepthStencilView this pResource desc = alloca $ \depthStencilView -> maybePoke desc $ \pDesc -> do
hr <- c_createDepthStencilView (castPtr this) (castPtr pResource) pDesc depthStencilView
if hr < 0 then return (Left hr) else Right <$> peek depthStencilView
createVertexShader
:: Ptr interface -> Ptr () -> Word32 -> Ptr ID3D11ClassLinkage -> IO (Either HRESULT (Ptr ID3D11VertexShader))
createVertexShader this shaderByteCode bytecodeLength pClassLinkage = alloca $ \ppVertexShader -> do
hr <- c_createVertexShader (castPtr this) shaderByteCode bytecodeLength pClassLinkage ppVertexShader
if hr < 0 then return (Left hr) else Right <$> peek ppVertexShader
createPixelShader
:: Ptr interface -> Ptr () -> Word32 -> Ptr ID3D11ClassLinkage -> IO (Either HRESULT (Ptr ID3D11PixelShader))
createPixelShader this shaderByteCode bytecodeLength pClassLinkage = alloca $ \ppPixelShader -> do
hr <- c_createPixelShader (castPtr this) shaderByteCode bytecodeLength pClassLinkage ppPixelShader
if hr < 0 then return (Left hr) else Right <$> peek ppPixelShader
createInputLayout
:: Ptr interface -> [D3D11InputElementDesc] -> Ptr () -> Word32 -> IO (Either HRESULT (Ptr ID3D11InputLayout))
createInputLayout this inputElementDescs shaderByteCode bytecodeLength =
alloca $ \ppInputLayout -> alloca $ \pElementDescs -> do
pokeArray pElementDescs inputElementDescs
hr <- c_createInputLayout
(castPtr this)
pElementDescs
(fromIntegral $ length inputElementDescs)
shaderByteCode
bytecodeLength
ppInputLayout
if hr < 0 then return (Left hr) else Right <$> peek ppInputLayout
createBuffer
:: (HasSubresourceData resource) => Ptr interface -> D3D11BufferDesc -> [resource] -> IO (Either HRESULT (Ptr ID3D11Buffer))
createBuffer this desc resource =
alloca $ \ppBuffer -> alloca $ \pDesc -> do
poke pDesc desc
if null resource
then do
hr <- c_createBuffer (castPtr this) pDesc nullPtr ppBuffer
if hr < 0 then return (Left hr) else Right <$> peek ppBuffer
else alloca $ \pResource -> do
resource' <- getSubresourceData resource
poke pResource resource'
hr <- c_createBuffer (castPtr this) pDesc pResource ppBuffer
if hr < 0 then return (Left hr) else Right <$> peek ppBuffer
createTexture2D
:: (HasSubresourceData resource) => Ptr interface -> D3D11Texture2DDesc -> [resource] ->
IO (Either HRESULT (Ptr ID3D11Texture2D))
createTexture2D this desc resource =
alloca $ \ppTexture2D -> alloca $ \pDesc -> do
poke pDesc desc
if null resource
then do
hr <- c_createTexture2D (castPtr this) pDesc nullPtr ppTexture2D
if hr < 0 then return (Left hr) else Right <$> peek ppTexture2D
else alloca $ \pResource -> do
resource' <- getSubresourceData resource
poke pResource resource'
hr <- c_createTexture2D (castPtr this) pDesc pResource ppTexture2D
if hr < 0 then return (Left hr) else Right <$> peek ppTexture2D
createSamplerState
:: Ptr interface -> D3D11SamplerDesc -> IO (Either HRESULT (Ptr ID3D11SamplerState))
createSamplerState this desc =
alloca $ \pDesc -> alloca $ \ppState -> do
poke pDesc desc
hr <- c_createSamplerState (castPtr this) pDesc ppState
if hr < 0 then return (Left hr) else Right <$> peek ppState
data ID3D11Device = ID3D11Device
instance UnknownInterface ID3D11Device
instance D3D11DeviceInterface ID3D11Device