public void SetUnorderedAccessView(ComputeShaderType shaderType, int slot, UnorderedAccessView uav) { if (slot < 0) { return; } deviceContext.ComputeShader.SetUnorderedAccessView(slot, uav); }
public void SetShaderResources(ComputeShaderType shaderType, int slot, ShaderResourceView[] texture) { if (slot < 0) { return; } deviceContext.ComputeShader.SetShaderResources(slot, texture); }
public void SetUnorderedAccessViews(ComputeShaderType shaderType, int slot, UnorderedAccessView[] UAVs) { if (slot < 0) { return; } deviceContext.ComputeShader.SetUnorderedAccessViews(slot, UAVs); }
public void SetSamplers(ComputeShaderType shaderType, int slot, SamplerState[] samplers) { if (slot < 0) { return; } deviceContext.ComputeShader.SetSamplers(slot, samplers); }
public void SetSampler(ComputeShaderType shaderType, int slot, SamplerState sampler) { if (slot < 0) { return; } int idx = SamplerCheckComputeShaderStartIdx + slot; if (SamplerStateCheck[idx] != sampler) { SamplerStateCheck[idx] = sampler; deviceContext.ComputeShader.SetSampler(slot, sampler); } }
public ComputeShader GetShader(ComputeShaderType type) { return(ComputeShader); }
public SamplerState[] GetSampler(ComputeShaderType shaderType, int startSlot, int num) { return(deviceContext.ComputeShader.GetSamplers(startSlot, num)); }
public UnorderedAccessView[] GetUnorderedAccessView(ComputeShaderType shaderType, int startSlot, int num) { return(deviceContext.ComputeShader.GetUnorderedAccessViews(startSlot, num)); }
public ShaderResourceView[] GetShaderResources(ComputeShaderType shaderType, int startSlot, int num) { return(deviceContext.ComputeShader.GetShaderResources(startSlot, num)); }