/// <summary> /// Creates instance of sampler state collection. /// </summary> /// <param name="device"></param> internal ConstantBufferCollection ( GraphicsDevice device, CommonShaderStage stage ) : base(device) { buffers = new ConstantBuffer[ Count ]; this.stage = stage; deviceContext = device.DeviceContext; }
internal void Init(DeviceContext context, CommonShaderStage shaderStage, MyRenderContextStatistics statistics) { m_deviceContext = context; m_shaderStage = shaderStage; m_statistics = statistics; }
/// <summary> /// /// </summary> /// <param name="device"></param> internal ShaderResourceCollection( GraphicsDevice device, CommonShaderStage stage ) : base(device) { resources = new ShaderResource[ Count ]; this.stage = stage; }
/// <summary> /// Creates instance of sampler state collection. /// </summary> /// <param name="device"></param> internal SamplerStateCollection ( GraphicsDevice device, CommonShaderStage stage ) : base(device) { states = new SamplerState[ Count ]; this.stage = stage; deviceContext = device.DeviceContext; }