internal Pipeline() { _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; _componentMasks = new uint[Constants.MaxRenderTargets]; for (int index = 0; index < Constants.MaxRenderTargets; index++) { _componentMasks[index] = 0xf; } for (int index = 0; index < _fpRenderScale.Length; index++) { _fpRenderScale[index] = 1f; } for (int index = 0; index < _cpRenderScale.Length; index++) { _cpRenderScale[index] = 1f; } _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers]; _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers]; }
internal Pipeline() { _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; _scissorEnable = new bool[8]; }
public void SetDepthMode(DepthMode mode) { ClipDepthMode depthMode = mode.Convert(); if (_clipDepthMode != depthMode) { _clipDepthMode = depthMode; GL.ClipControl(_clipOrigin, depthMode); } }
internal Pipeline() { _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; _componentMasks = new uint[Constants.MaxRenderTargets]; for (int index = 0; index < Constants.MaxRenderTargets; index++) { _componentMasks[index] = 0xf; } }
internal Pipeline() { _drawTexture = new DrawTextureEmulation(); _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; _fragmentOutputMap = uint.MaxValue; _componentMasks = uint.MaxValue; var defaultScale = new Vector4 <float> { X = 1f, Y = 0f, Z = 0f, W = 0f }; new Span <Vector4 <float> >(_renderScale).Fill(defaultScale); _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers]; _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers]; }
internal Pipeline() { _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; _componentMasks = new uint[Constants.MaxRenderTargets]; for (int index = 0; index < Constants.MaxRenderTargets; index++) { _componentMasks[index] = 0xf; } var defaultScale = new Vector4 <float> { X = 1f, Y = 0f, Z = 0f, W = 0f }; new Span <Vector4 <float> >(_renderScale).Fill(defaultScale); _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers]; _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers]; }
internal Pipeline() { _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; }
internal Pipeline() { _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; }