コード例 #1
0
 public RenderStageModelFactory(IFrameworkMessenger frameworkMessenger,
                                IStartupPropertiesCache startUpPropertiesCache,
                                ISystemComponents veldridComponents,
                                IVeldridWindowUpdater windowUpdater,
                                IDrawQueueGroupFactory drawQueueGroupFactory,
                                IDrawStageBatcherFactory drawStageBatcherFactory,
                                IGpuSurfaceManager gpuSurfaceManager,
                                IPipelineFactory pipelineFactory,
                                IGaussianBlurWeightsAndOffsetsCache gaussianWeightsAndOffsetsCache,
                                IQuadMeshBuilder quadMeshBuilder,
                                IBlendStateConverter blendStateConverter,
                                IShaderLoader shaderTools)
 {
     _frameworkMessenger             = frameworkMessenger;
     _startUpPropertiesCache         = startUpPropertiesCache;
     _systemComponents               = veldridComponents;
     _windowUpdater                  = windowUpdater;
     _drawQueueGroupFactory          = drawQueueGroupFactory;
     _drawStageBatcherFactory        = drawStageBatcherFactory;
     _gpuSurfaceManager              = gpuSurfaceManager;
     _pipelineFactory                = pipelineFactory;
     _gaussianWeightsAndOffsetsCache = gaussianWeightsAndOffsetsCache;
     _quadMeshBuilder                = quadMeshBuilder;
     _blendStateConverter            = blendStateConverter;
     _shaderTools = shaderTools;
 }
コード例 #2
0
        public CustomShaderStageModel(IFrameworkMessenger frameworkMessenger,
                                      ISystemComponents systemComponents,
                                      IShaderLoader shaderLoader,
                                      IPipelineFactory pipelineFactory,
                                      IBlendStateConverter blendStateConverter,
                                      string fragmentShaderFilename,
                                      AssetSourceEnum shaderFileAssetType,
                                      ShaderUniformDescription[] userUniformDescriptions,
                                      BlendState blendState,
                                      bool userSpirvCompile)
        {
            _frameworkMessenger      = frameworkMessenger;
            _systemComponents        = systemComponents;
            _shaderLoader            = shaderLoader;
            _pipelineFactory         = pipelineFactory;
            _blendStateConverter     = blendStateConverter;
            _fragmentShaderFilename  = fragmentShaderFilename;
            _shaderFileAssetType     = shaderFileAssetType;
            _userUniformDescriptions = userUniformDescriptions;
            _blendState      = blendState;
            _useSpirvCompile = userSpirvCompile;

            Initialise();
        }
コード例 #3
0
 public PipelineFactory(ISystemComponents components,
                        IBlendStateConverter blendStateConverter)
 {
     _components          = components;
     _blendStateConverter = blendStateConverter;
 }