public PerObjectConstantBufferBinding(int slot, D3DConstantBuffer constantBuffer, bool isVertexBuffer, bool isGeometryShader, bool isPixelShader) { Slot = slot; ConstantBuffer = constantBuffer; ShaderStageApplicabilityFlags applicability = 0; if (isVertexBuffer) { applicability |= ShaderStageApplicabilityFlags.Vertex; } if (isGeometryShader) { applicability |= ShaderStageApplicabilityFlags.Geometry; } if (isPixelShader) { applicability |= ShaderStageApplicabilityFlags.Fragment; } _applicability = applicability; }
public GlobalConstantBufferBinding(int slot, BufferProviderPair pair, bool isLocalBinding, bool isVertexBuffer, bool isGeometryShader, bool isPixelShader) { Slot = slot; Pair = pair; IsLocalBinding = isLocalBinding; ShaderStageApplicabilityFlags applicability = 0; if (isVertexBuffer) { applicability |= ShaderStageApplicabilityFlags.Vertex; } if (isGeometryShader) { applicability |= ShaderStageApplicabilityFlags.Geometry; } if (isPixelShader) { applicability |= ShaderStageApplicabilityFlags.Fragment; } _applicability = applicability; }