/// <summary> /// Sets a dynamic vertex buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public void SetComputeBuffer(byte stage, DynamicVertexBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_encoder_set_compute_dynamic_vertex_buffer(ptr, stage, buffer.handle, access); }
/// <summary> /// Sets an indirect buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public void SetComputeBuffer(byte stage, IndirectBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_encoder_set_compute_indirect_buffer(ptr, stage, buffer.handle, access); }
public static extern void bgfx_set_image_from_frame_buffer(byte stage, ushort sampler, ushort frameBuffer, byte attachment, TextureFormat format, ComputeBufferAccess access);
/// <summary> /// Sets a texture mip as a compute image. /// </summary> /// <param name="stage">The buffer stage to set.</param> /// <param name="texture">The texture to set.</param> /// <param name="mip">The index of the mip level within the texture to set.</param> /// <param name="format">The format of the buffer data.</param> /// <param name="access">Access control flags.</param> public void SetComputeImage(byte stage, Texture texture, byte mip, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown) { NativeMethods.bgfx_encoder_set_image(ptr, stage, texture.handle, mip, format, access); }
/// <summary> /// Sets a dynamic vertex buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public static void SetComputeBuffer(byte stage, DynamicVertexBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_set_compute_dynamic_vertex_buffer(stage, buffer.handle, access); }
public static extern void bgfx_set_image(byte stage, ushort sampler, ushort texture, byte mip, TextureFormat format, ComputeBufferAccess access);
/// <summary> /// Sets a verterx buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public static void SetComputeBuffer(byte stage, VertexBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_set_compute_vertex_buffer(stage, buffer.handle, access); }
public static extern void bgfx_set_compute_dynamic_vertex_buffer(byte stage, ushort handle, ComputeBufferAccess access);
/// <summary> /// Sets a frame buffer attachment as a compute image. /// </summary> /// <param name="stage">The buffer stage to set.</param> /// <param name="sampler">The sampler uniform.</param> /// <param name="frameBuffer">The frame buffer.</param> /// <param name="attachment">The attachment index.</param> /// <param name="format">The format of the buffer data.</param> /// <param name="access">Access control flags.</param> public static void SetComputeImage(byte stage, Uniform sampler, FrameBuffer frameBuffer, byte attachment, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown) { NativeMethods.bgfx_set_image_from_frame_buffer(stage, sampler.handle, frameBuffer.handle, attachment, format, access); }
/// <summary> /// Sets a texture mip as a compute image. /// </summary> /// <param name="stage">The buffer stage to set.</param> /// <param name="sampler">The sampler uniform.</param> /// <param name="texture">The texture to set.</param> /// <param name="mip">The index of the mip level within the texture to set.</param> /// <param name="format">The format of the buffer data.</param> /// <param name="access">Access control flags.</param> public static void SetComputeImage(byte stage, Uniform sampler, Texture texture, byte mip, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown) { NativeMethods.bgfx_set_image(stage, sampler.handle, texture.handle, mip, format, access); }
/// <summary> /// Sets an indirect buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public static void SetComputeBuffer(byte stage, IndirectBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_set_compute_indirect_buffer(stage, buffer.handle, access); }
public static extern void bgfx_set_image(byte stage, ushort texture, byte mip, TextureFormat format, ComputeBufferAccess access);
/// <summary> /// Sets a dynamic index buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public static void SetComputeBuffer(byte stage, DynamicIndexBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_set_compute_dynamic_index_buffer(stage, buffer.handle, access); }
public static extern void bgfx_encoder_set_compute_indirect_buffer(IntPtr encoder, byte stage, ushort handle, ComputeBufferAccess access);
public static extern void bgfx_set_compute_vertex_buffer(byte stage, ushort handle, ComputeBufferAccess access);
public static extern void bgfx_set_compute_indirect_buffer(byte stage, ushort handle, ComputeBufferAccess access);