Ejemplo n.º 1
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        public AnimatedCursor(Context context, IRenderDevice device, iPipelineStateFactory stateFactory, iShaderFactory shaderFactory, iStorageFolder assets)
        {
            constantBuffer = device.CreateDynamicUniformBuffer <AnimatedConstantBuffer>("Animated cursor CB");

            PipelineStateDesc desc = createStateDesc(context);

            desc.premultipliedBlendingMaxAlpha();

            initState(stateFactory, shaderFactory, assets, "AniCursorVS.hlsl", "AniCursorPS.hlsl", "Animated cursor");

            stateFactory.apply(ref desc);
            pipelineState = device.CreatePipelineState(ref desc);

            pipelineState.GetStaticVariableByName(ShaderType.Vertex, "CursorCB").Set(constantBuffer);
            pipelineState.GetStaticVariableByName(ShaderType.Pixel, "CursorCB").Set(constantBuffer);

            bindings        = pipelineState.CreateShaderResourceBinding(true);
            textureVariable = bindings.GetVariableByName(ShaderType.Pixel, "g_Texture");

            animatedConstants = default;
            timers            = context.animation.timers;
            lastFrameSwitch   = timers[animationTimer];
            lastRendered      = lastFrameSwitch;
            frameDuration     = default;
            animationFrames   = 0;
        }
Ejemplo n.º 2
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        public static void initState(iPipelineStateFactory stateFactory, iShaderFactory shaderFactory, iStorageFolder assets, IShader vs, string ps, string name)
        {
            stateFactory.clear();
            stateFactory.setName(name + " PSO");

            // VS input layout
            LayoutElement elt = new LayoutElement(false)
            {
                InputIndex    = 0,
                BufferSlot    = 0,
                NumComponents = 2,
                ValueType     = GpuValueType.Float32,
                IsNormalized  = false
            };

            stateFactory.graphicsLayoutElement(elt);

            // Shaders
            stateFactory.graphicsVertexShader(vs);
            using (var shader = shaderFactory.compileHlslFile(assets, ps, ShaderType.Pixel, name + " PS"))
                stateFactory.graphicsPixelShader(shader);

            // Mutable texture variable
            stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, "g_Texture");
            // Static sampler
            SamplerDesc samplerDesc = new SamplerDesc(false)
            {
                MinFilter = FilterType.Point,
                MagFilter = FilterType.Point,
                MipFilter = FilterType.Point,
            };

            stateFactory.layoutStaticSampler(ShaderType.Pixel, ref samplerDesc, "g_Texture");
        }
Ejemplo n.º 3
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        static void compileShaders(IRenderDevice device, iPipelineStateFactory stateFactory, string name, eShaderMacros macros)
        {
            var            compiler = device.GetShaderFactory();
            iStorageFolder src      = StorageFolder.embeddedResources(System.Reflection.Assembly.GetExecutingAssembly(), resourceFolder);

            var defines = macros.defines().ToArray();

            stateFactory.graphicsVertexShader(compiler.compileShader(src, name, ShaderType.Vertex, defines));
            stateFactory.graphicsPixelShader(compiler.compileShader(src, name, ShaderType.Pixel, defines));
        }
Ejemplo n.º 4
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        void layoutUniforms(iPipelineStateFactory stateFactory)
        {
            // See #if preprocessor expression in utils.hlsli around that buffer
            bool hasConstants = !shaderMacros.HasFlag(eShaderMacros.OpaquePass) || shaderMacros.HasFlag(eShaderMacros.TextRendering);

            if (hasConstants)
            {
                stateFactory.layoutVariable(ShaderType.Vertex, ShaderResourceVariableType.Mutable, varStaticConstantsBuffer);
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varStaticConstantsBuffer);
            }
        }
Ejemplo n.º 5
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        /// <summary>Define input layout for the vertex shader</summary>
        public static void setupVideoInputLayout(iPipelineStateFactory stateFactory)
        {
            // Attribute 0 - vertex position
            LayoutElement elt = new LayoutElement(false)
            {
                NumComponents = 2,
                IsNormalized  = false
            };

            stateFactory.graphicsLayoutElement(elt);
            // Attribute 1 - texture coordinates
            elt.InputIndex = 1;
            stateFactory.graphicsLayoutElement(elt);
        }
Ejemplo n.º 6
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        // Setup VS input layout for sVertexWithId structure: float2 position, uint id
        static void setupIdLayout(iPipelineStateFactory stateFactory)
        {
            LayoutElement elt = new LayoutElement(false)
            {
                InputIndex    = 0,
                BufferSlot    = 0,
                NumComponents = 2,
                ValueType     = GpuValueType.Float32,
                IsNormalized  = false
            };

            stateFactory.graphicsLayoutElement(elt);

            elt.InputIndex    = 1;
            elt.NumComponents = 1;
            elt.ValueType     = GpuValueType.Uint32;
            stateFactory.graphicsLayoutElement(elt);
        }
Ejemplo n.º 7
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        public StaticCursor(Context context, IRenderDevice device, iPipelineStateFactory stateFactory, iShaderFactory shaderFactory, iStorageFolder assets, IShader vs)
        {
            constantBuffer = device.CreateDynamicUniformBuffer <Vector4>("Cursor CB");

            PipelineStateDesc desc = createStateDesc(context);

            desc.premultipliedAlphaBlending();

            initState(stateFactory, shaderFactory, assets, vs, "CursorPS.hlsl", "Cursor");

            stateFactory.apply(ref desc);
            pipelineState = device.CreatePipelineState(ref desc);
            pipelineState.GetStaticVariableByName(ShaderType.Vertex, "CursorCB").Set(constantBuffer);

            bindings        = pipelineState.CreateShaderResourceBinding(true);
            textureVariable = bindings.GetVariableByName(ShaderType.Pixel, "g_Texture");

            position = default;
        }
Ejemplo n.º 8
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        public Blender(Context context, IRenderDevice device, byte samplesCount)
        {
            PipelineStateDesc desc = new PipelineStateDesc(false);

            desc.setBufferFormats(context);
            desc.premultipliedAlphaBlending();
            desc.GraphicsPipeline.PrimitiveTopology            = PrimitiveTopology.TriangleList;
            desc.GraphicsPipeline.RasterizerDesc.CullMode      = CullMode.None;
            desc.GraphicsPipeline.DepthStencilDesc.DepthEnable = false;

            iShaderFactory shaderFactory = device.GetShaderFactory();
            iStorageFolder assets        = StorageFolder.embeddedResources(Assembly.GetExecutingAssembly(), resourceSubfolder);

            using (iPipelineStateFactory stateFactory = device.CreatePipelineStateFactory())
            {
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, textureVarName);

                stateFactory.graphicsVertexShader(shaderFactory.compileShader(assets, "Blend", ShaderType.Vertex));

                ShaderSourceInfo ssi;
                string           src;
                if (RuntimeEnvironment.operatingSystem == eOperatingSystem.Windows)
                {
                    ssi = new ShaderSourceInfo(ShaderType.Pixel, ShaderSourceLanguage.Hlsl);
                    src = "BlendPS.hlsl";
                }
                else
                {
                    ssi = new ShaderSourceInfo(ShaderType.Pixel, ShaderSourceLanguage.Glsl);
                    ssi.combinedTextureSamplers = true;
                    src = "BlendPS.glsl";
                }

                string name = $"BlendPS { samplesCount }x";
                var    ps   = shaderFactory.compileFromFile(assets, src, ssi, name, shaderMacros(samplesCount));
                stateFactory.graphicsPixelShader(ps);

                stateFactory.apply(ref desc);
                pipelineState = device.CreatePipelineState(ref desc);
            }
            this.samplesCount = samplesCount;
        }
Ejemplo n.º 9
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        /// <summary>Construct the object and create the required GPU resources</summary>
        public CursorRenderer(Context context, IRenderDevice device)
        {
            this.context = context;
            vertexBuffer = createVertexBuffer(device);

            iShaderFactory shaderFactory = device.GetShaderFactory();
            iStorageFolder assets        = StorageFolder.embeddedResources(Assembly.GetExecutingAssembly(), resourceFolder);
            IShader        vs            = shaderFactory.compileHlslFile(assets, "CursorVS.hlsl", ShaderType.Vertex);

            using (iPipelineStateFactory stateFactory = device.CreatePipelineStateFactory())
            {
                staticCursor     = new StaticCursor(context, device, stateFactory, shaderFactory, assets, vs);
                animatedCursor   = new AnimatedCursor(context, device, stateFactory, shaderFactory, assets);
                monochromeCursor = new MonoCursor(context, device, stateFactory, shaderFactory, assets, vs);
            }

            cursorPosition.setWindowSize(context.swapChainSize);

            // Subscribe to the resized event
            context.swapChainResized.add(this, onSwapChainResized);
        }
Ejemplo n.º 10
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        public MonoCursor(Context context, IRenderDevice device, iPipelineStateFactory stateFactory, iShaderFactory shaderFactory, iStorageFolder assets, IShader vs)
        {
            constantBuffer = device.CreateDynamicUniformBuffer <Vector4>("Cursor CB");

            PipelineStateDesc desc = createStateDesc(context);

            // === First pass, setup that weird blending to invert colors ===
            RenderTargetBlendDesc blendDesc = new RenderTargetBlendDesc(false)
            {
                BlendEnable = true,
                SrcBlend    = BlendFactor.InvDestColor,
                DestBlend   = BlendFactor.Zero,
            };

            desc.GraphicsPipeline.BlendDesc.setRenderTarget(blendDesc);
            initState(stateFactory, shaderFactory, assets, vs, "CursorMaskPS.hlsl", "Invert bits");

            stateFactory.apply(ref desc);
            psoInvert = device.CreatePipelineState(ref desc);
            psoInvert.GetStaticVariableByName(ShaderType.Vertex, "CursorCB").Set(constantBuffer);

            bindingsInvert        = psoInvert.CreateShaderResourceBinding(true);
            textureVariableInvert = bindingsInvert.GetVariableByName(ShaderType.Pixel, "g_Texture");

            // === Second pass, normal alpha blending ===
            desc.premultipliedAlphaBlending();
            initState(stateFactory, shaderFactory, assets, vs, "CursorColorPS.hlsl", "Monochrome cursor");

            stateFactory.apply(ref desc);
            psoRgb = device.CreatePipelineState(ref desc);
            psoRgb.GetStaticVariableByName(ShaderType.Vertex, "CursorCB").Set(constantBuffer);

            bindingsRgb        = psoRgb.CreateShaderResourceBinding(true);
            textureVariableRgb = bindingsRgb.GetVariableByName(ShaderType.Pixel, "g_Texture");

            position = default;
        }
Ejemplo n.º 11
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        public VrmacStateBase(GpuResources resources, IRenderDevice device, ref PipelineStateDesc desc, iPipelineStateFactory stateFactory, eShaderMacros macros)
        {
            this.resources = resources;
            shaderMacros   = macros;

            layoutUniforms(stateFactory);
            stateFactory.setName($"2D state { macros }");

            stateFactory.layoutVariable(ShaderType.Vertex, ShaderResourceVariableType.Mutable, varPaletteTexture);
            stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varPaletteTexture);

            if (macros.HasFlag(eShaderMacros.TextureAtlas))
            {
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varSpriteAtlas);
                SamplerDesc samplerDesc = new SamplerDesc(false);
                stateFactory.layoutStaticSampler(ShaderType.Pixel, ref samplerDesc, varSpriteAtlas);

                resources.context.drawDevice.textureAtlas.resized.add(this, dropResourceBindings);
            }

            if (macros.HasFlag(eShaderMacros.TextRendering))
            {
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varGrayscaleFontAtlas);
                SamplerDesc samplerDesc = new SamplerDesc(false);
                stateFactory.layoutStaticSampler(ShaderType.Pixel, ref samplerDesc, varGrayscaleFontAtlas);

                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varCleartypeFontAtlas);

                resources.initTextCBuffer();
            }

            declareResources(stateFactory);

            stateFactory.apply(ref desc);
            setupDepthState(ref desc, macros);

            pipelineState = device.CreatePipelineState(ref desc);

            resources.context.swapChainResized.add(this, (CSize s, double d) => dropResourceBindings());
            resources.paletteTexture.textureResized.add(this, dropResourceBindings);
        }
Ejemplo n.º 12
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        protected override void createResources(IRenderDevice device)
        {
            // Diligent Engine can use HLSL source on all supported platforms.
            // It will convert HLSL to GLSL in OpenGL mode, while Vulkan backend will compile it directly to SPIRV.
            string VSSource = @"
struct PSInput 
{ 
    float4 Pos   : SV_POSITION; 
    float3 Color : COLOR; 
};

void main( in uint VertId : SV_VertexID, out PSInput PSIn ) 
{
    float4 Pos[3];
    Pos[0] = float4(-0.5, -0.5, 0.0, 1.0);
    Pos[1] = float4( 0.0, +0.5, 0.0, 1.0);
    Pos[2] = float4(+0.5, -0.5, 0.0, 1.0);

    float3 Col[3];
    Col[0] = float3(1.0, 0.0, 0.0); // red
    Col[1] = float3(0.0, 1.0, 0.0); // green
    Col[2] = float3(0.0, 0.0, 1.0); // blue

    PSIn.Pos   = Pos[VertId];
    PSIn.Color = Col[VertId];
}";

            string            PSSource = @"
struct PSInput 
{ 
    float4 Pos   : SV_POSITION; 
    float3 Color : COLOR; 
};

struct PSOutput
{ 
    float4 Color : SV_TARGET; 
};

void main( in PSInput PSIn, out PSOutput PSOut )
{
    PSOut.Color = float4(PSIn.Color.rgb, 1.0);
}
";
            PipelineStateDesc PSODesc  = new PipelineStateDesc(false);

            PSODesc.setBufferFormats(context);

            // Primitive topology defines what kind of primitives will be rendered by this pipeline state
            PSODesc.GraphicsPipeline.PrimitiveTopology = PrimitiveTopology.TriangleList;
            // No back face culling for this tutorial
            PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CullMode.None;
            // Disable depth testing
            PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = false;

            iShaderFactory shaderFactory = device.GetShaderFactory();

            // We won't be using the device object after this, `using` is to release the COM interface once finished
            using (iPipelineStateFactory stateFactory = device.CreatePipelineStateFactory())
            {
                // Compile the two shaders
                ShaderSourceInfo sourceInfo = new ShaderSourceInfo(ShaderType.Vertex, ShaderSourceLanguage.Hlsl);
                sourceInfo.combinedTextureSamplers = true;                  // This appears to be the requirement of OpenGL backend.

                using (var vs = shaderFactory.compileFromSource(VSSource, sourceInfo))
                    stateFactory.graphicsVertexShader(vs);

                sourceInfo.shaderType = ShaderType.Pixel;
                using (var ps = shaderFactory.compileFromSource(PSSource, sourceInfo))
                    stateFactory.graphicsPixelShader(ps);

                stateFactory.apply(ref PSODesc);

                pipelineState = device.CreatePipelineState(ref PSODesc);
            }
        }
Ejemplo n.º 13
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        public TeapotResources(Context context, IRenderDevice device)
        {
            PipelineStateDesc PSODesc = new PipelineStateDesc(false);

            PSODesc.setBufferFormats(context);

            // Primitive topology defines what kind of primitives will be rendered by this pipeline state
            PSODesc.GraphicsPipeline.PrimitiveTopology = PrimitiveTopology.TriangleList;
            // Cull back faces
            PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CullMode.Back;
            // Enable depth testing
            PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = true;

            iShaderFactory shaderFactory = device.GetShaderFactory();

            // We won't be using the device object after this, `using` is to release the COM interface once finished
            using (iPipelineStateFactory stateFactory = device.CreatePipelineStateFactory())
            {
                stateFactory.setName("Teapot PSO");

                // Compile the two shaders
                ShaderSourceInfo sourceInfo = new ShaderSourceInfo(ShaderType.Vertex, ShaderSourceLanguage.Hlsl);
                sourceInfo.combinedTextureSamplers = true;                  // This appears to be the requirement of OpenGL backend.

                // In this tutorial, we will load shaders from resources embedded into this .NET DLL.
                iStorageFolder resources = StorageFolder.embeddedResources(Assembly.GetExecutingAssembly(), resourcesFolder);
                var            vs        = shaderFactory.compileFromFile(resources, "TeapotVS.hlsl", sourceInfo, "Teapot VS");
                stateFactory.graphicsVertexShader(vs);

                // Create dynamic uniform buffer that will store our transformation matrix. Dynamic buffers can be frequently updated by the CPU.
                vsConstants = device.CreateDynamicUniformBuffer <VsConstants>("VS constants CB");

                // Create a pixel shader
                sourceInfo.shaderType = ShaderType.Pixel;
                var ps = shaderFactory.compileFromFile(resources, "TeapotPS.hlsl", sourceInfo, "Teapot PS");
                stateFactory.graphicsPixelShader(ps);

                // Define vertex shader input layout

                // Attribute 0 - vertex position
                LayoutElement elt = new LayoutElement(false)
                {
                    InputIndex    = 0,
                    BufferSlot    = 0,
                    NumComponents = 3,
                    ValueType     = GpuValueType.Float32,
                    IsNormalized  = false
                };
                stateFactory.graphicsLayoutElement(elt);

                // Attribute 1 - normals, they are generated by STL loader because we ask for them.
                elt.InputIndex    = 1;
                elt.NumComponents = 3;
                stateFactory.graphicsLayoutElement(elt);

                // Define variable type that will be used by default
                PSODesc.ResourceLayout.DefaultVariableType = ShaderResourceVariableType.Static;

                stateFactory.apply(ref PSODesc);
                pipelineState = device.CreatePipelineState(ref PSODesc);
            }

            // Since we did not explicitly specify the type for 'Constants' variable, default
            // type (SHADER_RESOURCE_VARIABLE_TYPE_STATIC) will be used. Static variables never
            // change and are bound directly through the pipeline state object.
            pipelineState.GetStaticVariableByName(ShaderType.Vertex, "Constants").Set(vsConstants);

            // Create a shader resource binding object and bind all static resources in it
            resourceBinding = pipelineState.CreateShaderResourceBinding(true);
        }
Ejemplo n.º 14
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 /// <summary>Append an element to input layout vector, the semantic name will be "ATTRIB".</summary>
 /// <remarks>Default value ("ATTRIB") allows HLSL shaders to be converted to GLSL and used in OpenGL backend as well as compiled to SPIRV and used in Vulkan backend.
 /// Any value other than default will only work in Direct3D11 and Direct3D12 backends.</remarks>
 public static void graphicsLayoutElement(this iPipelineStateFactory psf, LayoutElement elt)
 {
     psf.graphicsLayoutElement(null, ref elt);
 }
Ejemplo n.º 15
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        void createPipelineState(IRenderDevice device, iStorageFolder assets)
        {
            PipelineStateDesc PSODesc = new PipelineStateDesc(false);

            PSODesc.setBufferFormats(context);

            // Primitive topology defines what kind of primitives will be rendered by this pipeline state
            PSODesc.GraphicsPipeline.PrimitiveTopology = PrimitiveTopology.TriangleList;
            // Cull back faces
            PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CullMode.Back;
            // Enable depth testing
            PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = true;

            iShaderFactory shaderFactory = device.GetShaderFactory();

            // We won't be using the factory object after this, `using` to release the COM interface once finished
            using (iPipelineStateFactory stateFactory = device.CreatePipelineStateFactory())
            {
                stateFactory.setName("Cube PSO");

                // Compile the two shaders
                ShaderSourceInfo sourceInfo = new ShaderSourceInfo(ShaderType.Vertex, ShaderSourceLanguage.Hlsl);
                sourceInfo.combinedTextureSamplers = true;                  // This appears to be the requirement of OpenGL backend.

                // In this tutorial, we will load shaders from resources embedded into this .NET DLL.
                var vs = shaderFactory.compileFromFile(assets, "cube.vsh", sourceInfo, "Cube VS");
                stateFactory.graphicsVertexShader(vs);

                // Create dynamic uniform buffer that will store our transformation matrix. Dynamic buffers can be frequently updated by the CPU.
                BufferDesc CBDesc = new BufferDesc(false);
                CBDesc.uiSizeInBytes  = Marshal.SizeOf <Matrix4x4>();
                CBDesc.Usage          = Usage.Dynamic;
                CBDesc.BindFlags      = BindFlags.UniformBuffer;
                CBDesc.CPUAccessFlags = CpuAccessFlags.Write;
                vsConstants           = device.CreateBuffer(CBDesc, "VS constants CB");

                // Create a pixel shader
                sourceInfo.shaderType = ShaderType.Pixel;

                var ps = shaderFactory.compileFromFile(assets, "cube.psh", sourceInfo, "Cube PS");
                stateFactory.graphicsPixelShader(ps);

                // Define vertex shader input layout

                // Attribute 0 - vertex position
                LayoutElement elt = new LayoutElement(false)
                {
                    InputIndex    = 0,
                    BufferSlot    = 0,
                    NumComponents = 3,
                    ValueType     = GpuValueType.Float32,
                    IsNormalized  = false
                };
                stateFactory.graphicsLayoutElement(elt);
                // Attribute 1 - texture coordinates
                elt.InputIndex    = 1;
                elt.NumComponents = 2;
                stateFactory.graphicsLayoutElement(elt);

                // Define variable type that will be used by default
                PSODesc.ResourceLayout.DefaultVariableType = ShaderResourceVariableType.Static;
                // Shader variables should typically be mutable, which means they are expected to change on a per-instance basis
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, "g_Texture");

                // Define static sampler for g_Texture. Static samplers should be used whenever possible.
                // The default constructor is good enough, it sets FilterType.Linear and TextureAddressMode.Clamp for all 3 coordinates.
                SamplerDesc samplerDesc = new SamplerDesc(false);
                stateFactory.layoutStaticSampler(ShaderType.Pixel, ref samplerDesc, "g_Texture");

                stateFactory.apply(ref PSODesc);
                pipelineState = device.CreatePipelineState(ref PSODesc);
            }

            // Since we did not explicitly specify the type for 'Constants' variable, default
            // type (SHADER_RESOURCE_VARIABLE_TYPE_STATIC) will be used. Static variables never
            // change and are bound directly through the pipeline state object.
            pipelineState.GetStaticVariableByName(ShaderType.Vertex, "Constants").Set(vsConstants);

            // Since we are using mutable variable, we must create a shader resource binding object
            // http://diligentgraphics.com/2016/03/23/resource-binding-model-in-diligent-engine-2-0/
            resourceBinding = pipelineState.CreateShaderResourceBinding(true);
        }
Ejemplo n.º 16
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 public FewDrawCallsState(GpuResources res, IRenderDevice device, ref PipelineStateDesc desc, iPipelineStateFactory stateFactory, eShaderMacros macros) :
     base(res, device, ref desc, stateFactory, macros)
 {
     constantBuffer = res.fewDrawCalls;
     pipelineState.GetStaticVariableByName(ShaderType.Vertex, "DrawCallsCBuffer").Set(constantBuffer);
 }
Ejemplo n.º 17
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        protected override void declareResources(iPipelineStateFactory stateFactory)
        {
            base.declareResources(stateFactory);

            stateFactory.layoutVariable(ShaderType.Vertex, ShaderResourceVariableType.Mutable, bufferVarName);
        }
Ejemplo n.º 18
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        public MoreDrawCallsState(GpuResources res, IRenderDevice device, ref PipelineStateDesc desc, iPipelineStateFactory stateFactory, eShaderMacros macros) :
            base(res, device, ref desc, stateFactory, macros)
        {
            drawCallsBuffer = res.moreDrawCalls;

            drawCallsBuffer.resized.add(this, (DynamicBuffer buffer, int capacity) => dropResourceBindings());
        }
Ejemplo n.º 19
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 public static void initState(iPipelineStateFactory stateFactory, iShaderFactory shaderFactory, iStorageFolder assets, string vs, string ps, string name)
 {
     using (var shader = shaderFactory.compileHlslFile(assets, vs, ShaderType.Vertex, name + " VS"))
         initState(stateFactory, shaderFactory, assets, shader, ps, name);
 }
Ejemplo n.º 20
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 protected virtual void declareResources(iPipelineStateFactory stateFactory)
 {
 }