Esempio n. 1
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 public OutputMergerStageState()
 {
     BlendState        = new TStateMonitor <SharpDX.Direct3D11.BlendState>(null);
     RenderTarget      = new TStateArrayMonitor <RenderTargetView>(NUM_RENDERTARGETS, null);
     DepthStencilView  = new TStateMonitor <SharpDX.Direct3D11.DepthStencilView>(null);
     DepthStencilState = new TStateMonitor <SharpDX.Direct3D11.DepthStencilState>(null);
 }
Esempio n. 2
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 public ShaderStageState()
 {
     Shader         = new TStateMonitor <ShaderBase <ShaderClass> >(null);
     ConstantBuffer = new TStateArrayMonitor <ConstantBuffer>(NUM_CONSTANTBUFFERS, null);
     Resources      = new TStateArrayMonitor <ShaderResourceView>(NUM_SHADERRESOURCES, null);
     Samplers       = new TStateArrayMonitor <SamplerState>(NUM_SAMPLERS, null);
 }
Esempio n. 3
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 public InputAssemblerStageState()
 {
     PrimitiveTopology = new TStateMonitor <SharpDX.Direct3D.PrimitiveTopology>(SharpDX.Direct3D.PrimitiveTopology.Undefined);
     VertexBuffers     = new TStateArrayMonitorStruct <VertexBufferBinding>(NUM_INPUTSLOTS, default(VertexBufferBinding));
     IndexBuffer       = new TStateMonitor <Buffer>(null);
     IndexBufferFormat = new TStateMonitorEnum <Format>(Format.R32_UInt);
     InputElements     = new TStateMonitor <InputElementList>(null);
 }
Esempio n. 4
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 public RasterizerStageState()
 {
     Viewport        = new TStateMonitor <SharpDX.Viewport>(new SharpDX.Viewport(0, 0, 0, 0));
     RasterizerState = new TStateMonitor <SharpDX.Direct3D11.RasterizerState>(null);
 }