/// <summary> /// Gets a texture descriptor used on the graphics pipeline. /// </summary> /// <param name="poolGpuVa">GPU virtual address of the texture pool</param> /// <param name="bufferIndex">Index of the constant buffer with texture handles</param> /// <param name="maximumId">Maximum ID of the texture pool</param> /// <param name="stageIndex">Index of the shader stage where the texture is bound</param> /// <param name="handle">Shader "fake" handle of the texture</param> /// <param name="cbufSlot">Shader constant buffer slot of the texture</param> /// <returns>The texture descriptor</returns> public TextureDescriptor GetGraphicsTextureDescriptor( ulong poolGpuVa, int bufferIndex, int maximumId, int stageIndex, int handle, int cbufSlot) { return(_gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot)); }
/// <summary> /// Gets a texture descriptor used on the graphics pipeline. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Index of the shader stage where the texture is bound</param> /// <param name="handle">Shader "fake" handle of the texture</param> /// <returns>The texture descriptor</returns> public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle) { return(_gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle)); }
/// <summary> /// Gets a texture descriptor used on the compute pipeline. /// </summary> /// <param name="poolGpuVa">GPU virtual address of the texture pool</param> /// <param name="bufferIndex">Index of the constant buffer with texture handles</param> /// <param name="maximumId">Maximum ID of the texture pool</param> /// <param name="handle">Shader "fake" handle of the texture</param> /// <param name="cbufSlot">Shader constant buffer slot of the texture</param> /// <returns>The texture descriptor</returns> public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot) { return(_cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot)); }
/// <summary> /// Gets a texture descriptor used on the compute pipeline. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="handle">Shader "fake" handle of the texture</param> /// <returns>The texture descriptor</returns> public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle) { return(_cpBindingsManager.GetTextureDescriptor(state, 0, handle)); }