/// <summary> /// Function to return the dispatch call. /// </summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The dispatch call created or updated by this builder.</returns> /// <exception cref="GorgonException">Thrown if a <see cref="GorgonComputeShader"/> is not assigned to the <see cref="GorgonComputeShader"/> property with the <see cref="ComputeShader"/> command.</exception> /// <remarks> /// <para> /// Using an <paramref name="allocator"/> can provide different strategies when building dispatch calls. If omitted, the dispatch call will be created using the standard <see langword="new"/> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// <para> /// A dispatch call requires that at least a vertex shader be bound. If none is present, then the method will throw an exception. /// </para> /// </remarks> public GorgonDispatchCall Build(GorgonRingPool <GorgonDispatchCall> allocator) { var final = new GorgonDispatchCall(); final.Setup(); // Copy over the available constants. StateCopy.CopyConstantBuffers(final.D3DState.CsConstantBuffers, _worker.D3DState.CsConstantBuffers, 0); // Copy over samplers. StateCopy.CopySamplers(final.D3DState.CsSamplers, _worker.D3DState.CsSamplers, 0); // Copy over shader resource views. (int _, int _) = _worker.D3DState.CsSrvs.GetDirtyItems(); StateCopy.CopySrvs(final.D3DState.CsSrvs, _worker.D3DState.CsSrvs); // Copy over unordered access views. StateCopy.CopyReadWriteViews(final.D3DState.CsReadWriteViews, _worker.D3DState.CsReadWriteViews, 0); if (_worker.D3DState.ComputeShader == null) { throw new GorgonException(GorgonResult.CannotCreate, Resources.GORGFX_ERR_NO_COMPUTE_SHADER); } final.D3DState.ComputeShader = _worker.D3DState.ComputeShader; return(final); }
/// <summary> /// Function to create a new draw call. /// </summary> /// <param name="allocator">The allocator to use when creating draw call objects.</param> /// <returns>A new draw call.</returns> protected abstract TDc OnCreate(GorgonRingPool <TDc> allocator);
/// <summary> /// Function to create a new draw call. /// </summary> /// <param name="allocator">The allocator to use when creating draw call objects.</param> /// <returns>A new draw call.</returns> protected override GorgonInstancedCall OnCreate(GorgonRingPool <GorgonInstancedCall> allocator) => allocator == null ? new GorgonInstancedCall() : allocator.Allocate();
/// <summary> /// Function to create a new draw call. /// </summary> /// <param name="allocator">The allocator to use when creating draw call objects.</param> /// <returns>A new draw call.</returns> protected override GorgonDrawIndexCall OnCreate(GorgonRingPool <GorgonDrawIndexCall> allocator) => allocator == null ? new GorgonDrawIndexCall() : allocator.Allocate();