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; }
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(); }
public PipelineFactory(ISystemComponents components, IBlendStateConverter blendStateConverter) { _components = components; _blendStateConverter = blendStateConverter; }