internal void Init(DeviceContext context, CommonShaderStage shaderStage, MyRenderContextStatistics statistics) { m_deviceContext = context; m_shaderStage = shaderStage; m_statistics = statistics; }
static void UpdateRenderContextStats(string page, string group, MyRenderContextStatistics statistics) { MyStatsDisplay.Write(group, "Draws", statistics.Draws, page); MyStatsDisplay.Write(group, "Dispatches", statistics.Dispatches, page); MyStatsDisplay.Write(group, "SetInputLayout", statistics.SetInputLayout, page); MyStatsDisplay.Write(group, "SetPrimitiveTopologies", statistics.SetPrimitiveTopologies, page); MyStatsDisplay.Write(group, "SetIndexBuffers", statistics.SetIndexBuffers, page); MyStatsDisplay.Write(group, "SetVertexBuffers", statistics.SetVertexBuffers, page); MyStatsDisplay.Write(group, "SetBlendStates", statistics.SetBlendStates, page); MyStatsDisplay.Write(group, "SetDepthStencilStates", statistics.SetDepthStencilStates, page); MyStatsDisplay.Write(group, "SetRasterizerStates", statistics.SetRasterizerStates, page); MyStatsDisplay.Write(group, "SetViewports", statistics.SetViewports, page); MyStatsDisplay.Write(group, "SetTargets", statistics.SetTargets, page); MyStatsDisplay.Write(group, "ClearStates", statistics.ClearStates, page); MyStatsDisplay.Write(group, "SetConstantBuffers", statistics.SetConstantBuffers, page); MyStatsDisplay.Write(group, "SetSamplers", statistics.SetSamplers, page); MyStatsDisplay.Write(group, "SetSrvs", statistics.SetSrvs, page); MyStatsDisplay.Write(group, "SetVertexShaders", statistics.SetVertexShaders, page); MyStatsDisplay.Write(group, "SetGeometryShaders", statistics.SetGeometryShaders, page); MyStatsDisplay.Write(group, "SetPixelShaders", statistics.SetPixelShaders, page); MyStatsDisplay.Write(group, "SetComputeShaders", statistics.SetComputeShaders, page); MyStatsDisplay.Write(group, "SetUavs", statistics.SetUavs, page); }