public TiledResourcePool(DxDevice device, int initialPageCount = 16) { /*this.device = device; * this.pageCount = initialPageCount; * var memSize = initialPageCount * 65536; * * BufferDescription bdPool = new BufferDescription() * { * BindFlags = BindFlags.None, * CpuAccessFlags = CpuAccessFlags.None, * OptionFlags = ResourceOptionFlags.TilePool, * SizeInBytes = memSize, * Usage = ResourceUsage.Default * }; * * this.tilePoolBuffer = new SharpDX.Direct3D11.Buffer(device, bdPool);*/ }
public EffectInstance(DxDevice device, ShaderBytecode bytecode) { this.device = device; this.effect = new Effect(device.Device, bytecode); this.currenttechnique = this.effect.GetTechniqueByIndex(0); }
public EffectInstance(DxDevice device, DX11Effect effect) { this.device = device; this.effect = new Effect(device.Device, effect.ByteCode); this.currenttechnique = this.effect.GetTechniqueByIndex(0); }
public static T GetShaderInstance <T>(DxDevice device, Assembly assembly, string path) where T : class { ShaderBytecode sb = LoadFromResource(assembly, path); return(GetShaderInstance <T>(device, sb)); }
public static string GetShaderProfile <T>(DxDevice device) where T : class { return(GetProfileType <T>() + GetFeature(device)); }
public static T CompileFromResource <T>(DxDevice device, Assembly assembly, string path, string entrypoint) where T : class { ShaderBytecode sb = CompileFromResource(assembly, path, GetShaderProfile <T>(device), entrypoint); return(GetShaderInstance <T>(device, sb)); }
public SamplerStates(DxDevice device) { this.device = device; this.Initialize(); }
public RasterizerStates(DxDevice device) { this.device = device; this.Initialize(); }
public DefaultTextures(DxDevice device) { this.device = device; }
public DepthStencilPool(DxDevice device) : base(device) { }
public RenderTargetPool(DxDevice device) : base(device) { }
public VolumeTexturePool(DxDevice device) : base(device) { }
public StructuredBufferPool(DxDevice device) : base(device) { }
public VertexBufferPool(DxDevice device) : base(device) { }
public EffectInstance(DxDevice device, Effect effect) { this.device = device; this.effect = effect; this.currenttechnique = this.effect.GetTechniqueByIndex(0); }
public DepthStencilStates(DxDevice device) { this.device = device; this.Initialize(); }
public static T CompileFromString <T>(DxDevice device, string code, string entrypoint) where T : class { ShaderBytecode sb = CompileFromString(code, GetShaderProfile <T>(device), entrypoint); return(GetShaderInstance <T>(device, sb)); }
public static T CompileFromFile <T>(DxDevice device, string path, string entrypoint) where T : class { ShaderBytecode sb = CompileFromFile(path, GetShaderProfile <T>(device), entrypoint, null); return(GetShaderInstance <T>(device, sb)); }
public ResourcePool(DxDevice device) { this.device = device; }