Esempio n. 1
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 public PipelineDescription(
     BlendStateDescription blendState,
     DepthStencilStateDescription depthStencilStateDescription,
     RasterizerStateDescription rasterizerState,
     PrimitiveTopology primitiveTopology,
     ShaderSetDescription shaderSet,
     ResourceLayout[] resourceLayouts,
     OutputDescription outputs)
 {
     BlendState        = blendState;
     DepthStencilState = depthStencilStateDescription;
     RasterizerState   = rasterizerState;
     PrimitiveTopology = primitiveTopology;
     ShaderSet         = shaderSet;
     ResourceLayouts   = resourceLayouts;
     Outputs           = outputs;
 }
 /// <summary>
 /// Constructs a new <see cref="GraphicsPipelineDescription"/>.
 /// </summary>
 /// <param name="blendState">A description of the blend state, which controls how color values are blended into each
 /// color target.</param>
 /// <param name="depthStencilStateDescription">A description of the depth stencil state, which controls depth tests,
 /// writing, and comparisons.</param>
 /// <param name="rasterizerState">A description of the rasterizer state, which controls culling, clipping, scissor, and
 /// polygon-fill behavior.</param>
 /// <param name="primitiveTopology">The <see cref="PrimitiveTopology"/> to use, which controls how a series of input
 /// vertices is interpreted by the <see cref="Pipeline"/>.</param>
 /// <param name="shaderSet">A description of the shader set to be used.</param>
 /// <param name="resourceLayout">A <see cref="ResourceLayout"/>, which controls the layout of shader resoruces in the
 /// <see cref="Pipeline"/>.</param>
 /// <param name="outputs">A description of the output attachments used by the <see cref="Pipeline"/>.</param>
 public GraphicsPipelineDescription(
     BlendStateDescription blendState,
     DepthStencilStateDescription depthStencilStateDescription,
     RasterizerStateDescription rasterizerState,
     PrimitiveTopology primitiveTopology,
     ShaderSetDescription shaderSet,
     ResourceLayout resourceLayout,
     OutputDescription outputs)
 {
     BlendState           = blendState;
     DepthStencilState    = depthStencilStateDescription;
     RasterizerState      = rasterizerState;
     PrimitiveTopology    = primitiveTopology;
     ShaderSet            = shaderSet;
     ResourceLayouts      = new[] { resourceLayout };
     Outputs              = outputs;
     ResourceBindingModel = null;
 }