///<summary> /// Queue a render system operation. ///</summary> ///<returns>destination pass</return> protected void QueueRenderSystemOp(CompositorTargetOperation finalState, CompositorRenderSystemOperation op) { /// Store operation for current QueueGroup ID finalState.RenderSystemOperations.Add(new QueueIDAndOperation(finalState.CurrentQueueGroupID, op)); /// Save a pointer, so that it will be freed on recompile chain.RenderSystemOperations.Add(op); }
public QueueIDAndOperation(RenderQueueGroupID queueID, CompositorRenderSystemOperation operation) { this.queueID = queueID; this.operation = operation; }