Ejemplo n.º 1
0
        /// <summary>
        /// Specify that the pass will use a Texture resource as a depth buffer.
        /// </summary>
        /// <param name="input">The Texture resource to use as a depth buffer during the pass.</param>
        /// <param name="flags">Specify the access level for the depth buffer. This allows you to say whether you will read from or write to the depth buffer, or do both.</param>
        /// <returns>An updated resource handle to the input resource.</returns>
        public TextureHandle UseDepthBuffer(TextureHandle input, DepthAccess flags)
        {
            CheckTransientTexture(input);

            m_RenderPass.SetDepthBuffer(input, flags);
            return(input);
        }
Ejemplo n.º 2
0
 public void SetDepthBuffer(TextureHandle resource, DepthAccess flags)
 {
     depthBuffer = resource;
     if ((flags & DepthAccess.Read) != 0)
     {
         AddTextureRead(resource);
     }
     if ((flags & DepthAccess.Write) != 0)
     {
         AddTextureWrite(resource);
     }
 }
Ejemplo n.º 3
0
 internal void SetDepthBuffer(TextureHandle resource, DepthAccess flags)
 {
     m_DepthBuffer = resource;
     if ((flags | DepthAccess.Read) != 0)
     {
         textureReadList.Add(resource);
     }
     if ((flags | DepthAccess.Write) != 0)
     {
         textureWriteList.Add(resource);
     }
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Specify that the pass will use a Texture resource as a depth buffer.
 /// </summary>
 /// <param name="input">The Texture resource to use as a depth buffer during the pass.</param>
 /// <param name="flags">Specify the access level for the depth buffer. This allows you to say whether you will read from or write to the depth buffer, or do both.</param>
 /// <returns>An updated resource handle to the input resource.</returns>
 public TextureHandle UseDepthBuffer(TextureHandle input, DepthAccess flags)
 {
     m_RenderPass.SetDepthBuffer(input, flags);
     if ((flags | DepthAccess.Read) != 0)
     {
         m_Resources.UpdateTextureLastRead(input, m_RenderPass.index);
     }
     if ((flags | DepthAccess.Write) != 0)
     {
         m_Resources.UpdateTextureFirstWrite(input, m_RenderPass.index);
     }
     return(input);
 }