コード例 #1
0
        internal EffectParameter(
            EffectParameterClass @class,
            EffectParameterType type,
            string name,
            int rowCount,
            int columnCount,
            string semantic,
            EffectAnnotationCollection annotations,
            EffectParameterCollection elements,
            EffectParameterCollection structMembers,
            object?data)
        {
            ParameterClass = @class;
            ParameterType  = type;

            Name        = name;
            Semantic    = semantic;
            Annotations = annotations;

            RowCount    = rowCount;
            ColumnCount = columnCount;

            Elements         = elements;
            StructureMembers = structMembers;

            Data     = data;
            StateKey = unchecked (NextStateKey++);
        }
コード例 #2
0
        internal EffectPass(
            Effect effect,
            string name,
            Shader?vertexShader,
            Shader?pixelShader,
            BlendState?blendState,
            DepthStencilState?depthStencilState,
            RasterizerState?rasterizerState,
            EffectAnnotationCollection annotations)
        {
            Debug.Assert(effect != null, "Got a null effect!");
            Debug.Assert(annotations != null, "Got a null annotation collection!");

            _effect = effect;
            Name    = name;

            _vertexShader = vertexShader;
            _pixelShader  = pixelShader;

            _blendState        = blendState;
            _depthStencilState = depthStencilState;
            _rasterizerState   = rasterizerState;

            Annotations = annotations;
        }
コード例 #3
0
        internal EffectPass(Effect effect, EffectPass cloneSource)
        {
            Debug.Assert(effect != null, "Got a null effect!");
            Debug.Assert(cloneSource != null, "Got a null cloneSource!");

            _effect = effect;

            // Share all the immutable types.
            Name               = cloneSource.Name;
            _blendState        = cloneSource._blendState;
            _depthStencilState = cloneSource._depthStencilState;
            _rasterizerState   = cloneSource._rasterizerState;
            Annotations        = cloneSource.Annotations;
            _vertexShader      = cloneSource._vertexShader;
            _pixelShader       = cloneSource._pixelShader;
        }