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>(); }
public StreamLogSerializer() { logIDs = new SortedIntSet(); }