Esempio n. 1
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 /// <summary>
 /// Gets a texture descriptor used on the graphics pipeline.
 /// </summary>
 /// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
 /// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
 /// <param name="maximumId">Maximum ID of the texture pool</param>
 /// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
 /// <param name="handle">Shader "fake" handle of the texture</param>
 /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
 /// <returns>The texture descriptor</returns>
 public TextureDescriptor GetGraphicsTextureDescriptor(
     ulong poolGpuVa,
     int bufferIndex,
     int maximumId,
     int stageIndex,
     int handle,
     int cbufSlot)
 {
     return(_gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot));
 }
Esempio n. 2
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 /// <summary>
 /// Gets a texture descriptor used on the graphics pipeline.
 /// </summary>
 /// <param name="state">Current GPU state</param>
 /// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
 /// <param name="handle">Shader "fake" handle of the texture</param>
 /// <returns>The texture descriptor</returns>
 public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
 {
     return(_gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle));
 }
Esempio n. 3
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 /// <summary>
 /// Gets a texture descriptor used on the compute pipeline.
 /// </summary>
 /// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
 /// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
 /// <param name="maximumId">Maximum ID of the texture pool</param>
 /// <param name="handle">Shader "fake" handle of the texture</param>
 /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
 /// <returns>The texture descriptor</returns>
 public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot)
 {
     return(_cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot));
 }
Esempio n. 4
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 /// <summary>
 /// Gets a texture descriptor used on the compute pipeline.
 /// </summary>
 /// <param name="state">Current GPU state</param>
 /// <param name="handle">Shader "fake" handle of the texture</param>
 /// <returns>The texture descriptor</returns>
 public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
 {
     return(_cpBindingsManager.GetTextureDescriptor(state, 0, handle));
 }