static void BindResources(MyRenderContext RC, bool dualSourceBlending) { if (dualSourceBlending) { RC.BindGBufferForWrite(MyGBuffer.Main, MyGbufferSlot.GBuffer0, DepthStencilAccess.DepthReadOnly); } else { RC.BindGBufferForWrite(MyGBuffer.Main, DepthStencilAccess.DepthReadOnly); } RC.BindSRV(0, MyGBuffer.Main.DepthStencil.Depth); RC.DeviceContext.PixelShader.SetShaderResource(1, MyRender11.m_gbuffer1Copy.SRV); }
static void BindResources(MyRenderContext RC) { RC.BindGBufferForWrite(MyGBuffer.Main, DepthStencilAccess.ReadOnly); RC.BindSRVs(0, MyGBuffer.Main.DepthStencil.Depth, MyRender11.Gbuffer1Copy); }
static void BindResources(MyRenderContext RC, bool dualSourceBlending) { if (dualSourceBlending) RC.BindGBufferForWrite(MyGBuffer.Main, MyGbufferSlot.GBuffer0, DepthStencilAccess.DepthReadOnly); else RC.BindGBufferForWrite(MyGBuffer.Main, DepthStencilAccess.DepthReadOnly); RC.BindSRV(0, MyGBuffer.Main.DepthStencil.Depth); RC.DeviceContext.PixelShader.SetShaderResource(1, MyRender11.m_gbuffer1Copy.SRV); }