Beispiel #1
0
 public void SetUnorderedAccessView(ComputeShaderType shaderType, int slot, UnorderedAccessView uav)
 {
     if (slot < 0)
     {
         return;
     }
     deviceContext.ComputeShader.SetUnorderedAccessView(slot, uav);
 }
Beispiel #2
0
 public void SetShaderResources(ComputeShaderType shaderType, int slot, ShaderResourceView[] texture)
 {
     if (slot < 0)
     {
         return;
     }
     deviceContext.ComputeShader.SetShaderResources(slot, texture);
 }
Beispiel #3
0
 public void SetUnorderedAccessViews(ComputeShaderType shaderType, int slot, UnorderedAccessView[] UAVs)
 {
     if (slot < 0)
     {
         return;
     }
     deviceContext.ComputeShader.SetUnorderedAccessViews(slot, UAVs);
 }
Beispiel #4
0
 public void SetSamplers(ComputeShaderType shaderType, int slot, SamplerState[] samplers)
 {
     if (slot < 0)
     {
         return;
     }
     deviceContext.ComputeShader.SetSamplers(slot, samplers);
 }
Beispiel #5
0
            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);
                }
            }
Beispiel #6
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 public ComputeShader GetShader(ComputeShaderType type)
 {
     return(ComputeShader);
 }
Beispiel #7
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 public SamplerState[] GetSampler(ComputeShaderType shaderType, int startSlot, int num)
 {
     return(deviceContext.ComputeShader.GetSamplers(startSlot, num));
 }
Beispiel #8
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 public UnorderedAccessView[] GetUnorderedAccessView(ComputeShaderType shaderType, int startSlot, int num)
 {
     return(deviceContext.ComputeShader.GetUnorderedAccessViews(startSlot, num));
 }
Beispiel #9
0
 public ShaderResourceView[] GetShaderResources(ComputeShaderType shaderType, int startSlot, int num)
 {
     return(deviceContext.ComputeShader.GetShaderResources(startSlot, num));
 }