public DeviceContextBaseComputeShaderStage(int uniformBuffersCount, int samplersCount, int shaderResourcesCount, int unorderedAccessResourcesCount)
     : base(uniformBuffersCount, samplersCount, shaderResourcesCount)
 {
     unorderedAccessResources = new DeviceContextBaseCumulativeArrayBinding<IUnorderedAccessView>(unorderedAccessResourcesCount, ReferenceEquals);
     initialCounts = new int[uniformBuffersCount];
     initialCountChangedIndices = new SortedIntSet();
 }
        public DeviceContextBaseOutputMerger(int maxRenderTargets, int maxUnorderedAccessResources)
        {
            renderTargets = new DeviceContextBaseResettingArrayBinding<IRenderTargetView>(maxRenderTargets, ReferenceEquals);
            depthStencil = new DirtyProperty<IDepthStencilView>();
            unorderedAccessResourcesOffset = new DirtyProperty<int>();
            unorderedAccessResources = new DeviceContextBaseResettingArrayBinding<IUnorderedAccessView>(maxUnorderedAccessResources, ReferenceEquals);
            initialCounts = new int[maxUnorderedAccessResources];
            initialCountChangedIndices = new SortedIntSet();

            blendState = new DirtyProperty<IBlendState>();
            blendFactor = new DirtyProperty<Color4>();
            sampleMask = new DirtyProperty<uint>(uint.MaxValue);

            depthStencilState = new DirtyProperty<IDepthStencilState>();
            stencilReference = new DirtyProperty<int>();
        }
Beispiel #3
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 public StreamLogSerializer()
 {
     logIDs = new SortedIntSet();
 }