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use super::DeviceContext;
impl DeviceContext {
pub fn draw(&self, vertex_count: u32, start_vertex_location: u32) {
unsafe {
self.0.Draw(vertex_count, start_vertex_location);
}
}
pub fn draw_auto(&self) {
unsafe {
self.0.DrawAuto();
}
}
pub fn draw_indexed(
&self,
index_count: u32,
start_index_location: u32,
base_vertex_location: i32,
) {
unsafe {
self.0
.DrawIndexed(index_count, start_index_location, base_vertex_location);
}
}
pub fn draw_indexed_instanced(
&self,
index_count_per_instance: u32,
instance_count: u32,
start_index_location: u32,
base_vertex_location: i32,
start_instance_location: u32,
) {
unsafe {
self.0.DrawIndexedInstanced(
index_count_per_instance,
instance_count,
start_index_location,
base_vertex_location,
start_instance_location,
);
}
}
// pub fn draw_indexed_instanced_indirect(
// &self,
// buffer_for_args: &ID3D11Buffer,
// aligned_byte_offset_for_args: u32,
// ) {
// unsafe {
// self.0
// .DrawIndexedInstancedIndirect(buffer_for_args, aligned_byte_offset_for_args);
// }
// }
pub fn draw_instanced(
&self,
vertex_count_per_instance: u32,
instance_count: u32,
start_vertex_location: u32,
start_instance_location: u32,
) {
unsafe {
self.0.DrawInstanced(
vertex_count_per_instance,
instance_count,
start_vertex_location,
start_instance_location,
);
}
}
// pub fn draw_instanced_indirect(
// &self,
// buffer_for_args: &ID3D11Buffer,
// aligned_byte_offset_for_args: u32,
// ) {
// unsafe {
// self.0
// .DrawInstancedIndirect(buffer_for_args, aligned_byte_offset_for_args);
// }
// }
}