private void CreateModelBuffer() { ModelBuffer = Renderer.VeldridFactory.CreateBuffer(new BufferDescription(sizeof(float) * 16, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); ModelResourceSet = Renderer.VeldridFactory.CreateResourceSet(new ResourceSetDescription(ModelResourceLayout, ModelBuffer)); }
public ResourceSetInfo(IntPtr imGuiBinding, ResourceSet resourceSet) { ImGuiBinding = imGuiBinding; ResourceSet = resourceSet; }
// TODO: private protected /// <summary> /// </summary> /// <param name="slot"></param> /// <param name="set"></param> protected abstract void SetComputeResourceSetCore(uint slot, ResourceSet set);
/// <summary> /// Sets the active <see cref="ResourceSet"/> for the given index. This ResourceSet is only active for the compute /// Pipeline. /// </summary> /// <param name="slot">The resource slot.</param> /// <param name="rs">The new <see cref="ResourceSet"/>.</param> public void SetComputeResourceSet(uint slot, ResourceSet rs) { SetComputeResourceSetCore(slot, rs); }
// TODO: private protected /// <summary> /// </summary> /// <param name="slot"></param> /// <param name="rs"></param> protected abstract void SetGraphicsResourceSetCore(uint slot, ResourceSet rs);
/// <summary> /// Sets the active <see cref="ResourceSet"/> for the given index. This ResourceSet is only active for the graphics /// Pipeline. /// </summary> /// <param name="slot">The resource slot.</param> /// <param name="rs">The new <see cref="ResourceSet"/>.</param> public void SetGraphicsResourceSet(uint slot, ResourceSet rs) { SetGraphicsResourceSetCore(slot, rs); }