public DirectComputeFilter(ShaderFilterSettings <IShader11> settings, int threadGroupX, int threadGroupY, int threadGroupZ, params IBaseFilter[] inputFilters) : base(settings, inputFilters) { ThreadGroupX = threadGroupX; ThreadGroupY = threadGroupY; ThreadGroupZ = threadGroupZ; }
protected GenericShaderFilter(ShaderFilterSettings <T> settings, params IBaseFilter[] inputFilters) : base(inputFilters) { Shader = settings.Shader; LinearSampling = settings.PerTextureLinearSampling .Concat(Enumerable.Repeat(settings.LinearSampling, inputFilters.Length - settings.PerTextureLinearSampling.Length)) .ToArray(); Transform = settings.Transform; Format = settings.Format; SizeIndex = settings.SizeIndex; if (SizeIndex < 0 || SizeIndex >= inputFilters.Length || inputFilters[SizeIndex] == null) { throw new IndexOutOfRangeException(String.Format("No valid input filter at index {0}", SizeIndex)); } var arguments = settings.Args ?? new float[0]; Args = new float[4 * ((arguments.Length + 3) / 4)]; arguments.CopyTo(Args, 0); }
public ClKernelFilter(ShaderFilterSettings <IKernel> settings, int[] globalWorkSizes, int[] localWorkSizes, params IBaseFilter[] inputFilters) : base(settings, inputFilters) { GlobalWorkSizes = globalWorkSizes; LocalWorkSizes = localWorkSizes; }
public Shader11Filter(ShaderFilterSettings <IShader11> settings, params IBaseFilter[] inputFilters) : base(settings, inputFilters) { }