Exemple #1
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 /// <summary>
 /// Sets a dynamic vertex buffer as a compute resource.
 /// </summary>
 /// <param name="stage">The resource stage to set.</param>
 /// <param name="buffer">The buffer to set.</param>
 /// <param name="access">Access control flags.</param>
 public void SetComputeBuffer(byte stage, DynamicVertexBuffer buffer, ComputeBufferAccess access)
 {
     NativeMethods.bgfx_encoder_set_compute_dynamic_vertex_buffer(ptr, stage, buffer.handle, access);
 }
Exemple #2
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 /// <summary>
 /// Sets an indirect buffer as a compute resource.
 /// </summary>
 /// <param name="stage">The resource stage to set.</param>
 /// <param name="buffer">The buffer to set.</param>
 /// <param name="access">Access control flags.</param>
 public void SetComputeBuffer(byte stage, IndirectBuffer buffer, ComputeBufferAccess access)
 {
     NativeMethods.bgfx_encoder_set_compute_indirect_buffer(ptr, stage, buffer.handle, access);
 }
Exemple #3
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 public static extern void bgfx_set_image_from_frame_buffer(byte stage, ushort sampler, ushort frameBuffer, byte attachment, TextureFormat format, ComputeBufferAccess access);
Exemple #4
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 /// <summary>
 /// Sets a texture mip as a compute image.
 /// </summary>
 /// <param name="stage">The buffer stage to set.</param>
 /// <param name="texture">The texture to set.</param>
 /// <param name="mip">The index of the mip level within the texture to set.</param>
 /// <param name="format">The format of the buffer data.</param>
 /// <param name="access">Access control flags.</param>
 public void SetComputeImage(byte stage, Texture texture, byte mip, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown)
 {
     NativeMethods.bgfx_encoder_set_image(ptr, stage, texture.handle, mip, format, access);
 }
Exemple #5
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 /// <summary>
 /// Sets a dynamic vertex buffer as a compute resource.
 /// </summary>
 /// <param name="stage">The resource stage to set.</param>
 /// <param name="buffer">The buffer to set.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeBuffer(byte stage, DynamicVertexBuffer buffer, ComputeBufferAccess access)
 {
     NativeMethods.bgfx_set_compute_dynamic_vertex_buffer(stage, buffer.handle, access);
 }
Exemple #6
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 public static extern void bgfx_set_image(byte stage, ushort sampler, ushort texture, byte mip, TextureFormat format, ComputeBufferAccess access);
Exemple #7
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 /// <summary>
 /// Sets a verterx buffer as a compute resource.
 /// </summary>
 /// <param name="stage">The resource stage to set.</param>
 /// <param name="buffer">The buffer to set.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeBuffer(byte stage, VertexBuffer buffer, ComputeBufferAccess access)
 {
     NativeMethods.bgfx_set_compute_vertex_buffer(stage, buffer.handle, access);
 }
Exemple #8
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 public static extern void bgfx_set_compute_dynamic_vertex_buffer(byte stage, ushort handle, ComputeBufferAccess access);
Exemple #9
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 /// <summary>
 /// Sets a frame buffer attachment as a compute image.
 /// </summary>
 /// <param name="stage">The buffer stage to set.</param>
 /// <param name="sampler">The sampler uniform.</param>
 /// <param name="frameBuffer">The frame buffer.</param>
 /// <param name="attachment">The attachment index.</param>
 /// <param name="format">The format of the buffer data.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeImage(byte stage, Uniform sampler, FrameBuffer frameBuffer, byte attachment, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown)
 {
     NativeMethods.bgfx_set_image_from_frame_buffer(stage, sampler.handle, frameBuffer.handle, attachment, format, access);
 }
Exemple #10
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 /// <summary>
 /// Sets a texture mip as a compute image.
 /// </summary>
 /// <param name="stage">The buffer stage to set.</param>
 /// <param name="sampler">The sampler uniform.</param>
 /// <param name="texture">The texture to set.</param>
 /// <param name="mip">The index of the mip level within the texture to set.</param>
 /// <param name="format">The format of the buffer data.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeImage(byte stage, Uniform sampler, Texture texture, byte mip, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown)
 {
     NativeMethods.bgfx_set_image(stage, sampler.handle, texture.handle, mip, format, access);
 }
Exemple #11
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 /// <summary>
 /// Sets a frame buffer attachment as a compute image.
 /// </summary>
 /// <param name="stage">The buffer stage to set.</param>
 /// <param name="sampler">The sampler uniform.</param>
 /// <param name="frameBuffer">The frame buffer.</param>
 /// <param name="attachment">The attachment index.</param>
 /// <param name="format">The format of the buffer data.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeImage(byte stage, Uniform sampler, FrameBuffer frameBuffer, byte attachment, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown)
 {
     NativeMethods.bgfx_set_image_from_frame_buffer(stage, sampler.handle, frameBuffer.handle, attachment, format, access);
 }
Exemple #12
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 /// <summary>
 /// Sets a texture mip as a compute image.
 /// </summary>
 /// <param name="stage">The buffer stage to set.</param>
 /// <param name="sampler">The sampler uniform.</param>
 /// <param name="texture">The texture to set.</param>
 /// <param name="mip">The index of the mip level within the texture to set.</param>
 /// <param name="format">The format of the buffer data.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeImage(byte stage, Uniform sampler, Texture texture, byte mip, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown)
 {
     NativeMethods.bgfx_set_image(stage, sampler.handle, texture.handle, mip, format, access);
 }
Exemple #13
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 /// <summary>
 /// Sets an indirect buffer as a compute resource.
 /// </summary>
 /// <param name="stage">The resource stage to set.</param>
 /// <param name="buffer">The buffer to set.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeBuffer(byte stage, IndirectBuffer buffer, ComputeBufferAccess access)
 {
     NativeMethods.bgfx_set_compute_indirect_buffer(stage, buffer.handle, access);
 }
Exemple #14
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 public static extern void bgfx_set_image(byte stage, ushort texture, byte mip, TextureFormat format, ComputeBufferAccess access);
Exemple #15
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 /// <summary>
 /// Sets a dynamic index buffer as a compute resource.
 /// </summary>
 /// <param name="stage">The resource stage to set.</param>
 /// <param name="buffer">The buffer to set.</param>
 /// <param name="access">Access control flags.</param>
 public static void SetComputeBuffer(byte stage, DynamicIndexBuffer buffer, ComputeBufferAccess access)
 {
     NativeMethods.bgfx_set_compute_dynamic_index_buffer(stage, buffer.handle, access);
 }
Exemple #16
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 public static extern void bgfx_encoder_set_compute_indirect_buffer(IntPtr encoder, byte stage, ushort handle, ComputeBufferAccess access);
Exemple #17
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 public static extern void bgfx_set_compute_vertex_buffer(byte stage, ushort handle, ComputeBufferAccess access);
Exemple #18
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 public static extern void bgfx_set_compute_indirect_buffer(byte stage, ushort handle, ComputeBufferAccess access);
Exemple #19
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 public static extern void bgfx_set_image_from_frame_buffer(byte stage, ushort sampler, ushort frameBuffer, byte attachment, TextureFormat format, ComputeBufferAccess access);