//public abstract ShaderCode CompileFromMemory( // string shaderCode, // ShaderMacro[] defines, // Include include, // string functionName, // string profile, // ShaderFlags flags); //public abstract ShaderCode CompileFromFile( // string filename, // ShaderMacro[] defines, // Include include, // string functionName, // string profile, // ShaderFlags flags); public GraphicDevice CreateDevice(GraphicDeviceType type = GraphicDeviceType.Hardware) { GraphicDeviceDesc desc = new GraphicDeviceDesc { DriverType = type }; return(CreateDevice(desc)); }
public GraphicDevice(GraphicDeviceDesc desc) { rasStack = new RasterizerStateStack(this); blendStack = new BlendStateStack(this); depthStack = new DepthStencilStateStack(this); _desc = desc; _deviceInfo = InitDevice(desc); InitIA(); InitShading(); InitRS(); InitOM(); }
protected abstract GraphicDevice CreateInstance(GraphicDeviceDesc data);
public GraphicDevice CreateDevice(GraphicDeviceDesc description) { return(_device = CreateInstance(description)); }
protected abstract DeviceInfo InitDevice(GraphicDeviceDesc desc);