public void Clear() { RenderTargetClearColor = new SharpDX.Mathematics.Interop.RawColor4(0, 0, 1, 1.0f); RenderTargetDepthStencil = null; RenderTarget = null; ConstantBuffer = null; DepthStencilState = null; InputLayout = null; RasterizerState = null; BlendState = null; Type = CommandType.Begin; TextureCount = 0; TexturesStartSlot = 0; SamplerCount = 0; SamplersStartSlot = 0; ConstantBufferCount = 0; ConstantBuffersStartSlot = 0; ConstantBufferScope = BufferScope.Global; DepthClear = 0.0f; DepthClearStencil = 0; PassName = "None"; PrimitiveTopology = PrimitiveTopology.NotAssigned; VertexCount = 0; VertexOffset = 0; VertexShader = null; PixelShader = null; ComputeShader = null; IndexBuffer = null; IndexBufferFormat = Format.R16UInt; IndexCount = 0; IndexOffset = 0; }
public void SetConstantBuffer(IConstantBuffer buffer, BufferScope bufferScope) { var command = new GLCommand { Type = CommandType.SetConstantBuffers, ConstantBuffer = (GL46ConstantBuffer)buffer }; _commandList.Add(command); }