예제 #1
0
 private void CreatePipeline()
 {
     Pipeline = _pipelineFactory.CreateAPipeline(_shaderPackage.UniformResourceLayout,
                                                 _shaderPackage.Description,
                                                 _systemComponents.Device.SwapchainFramebufferOutputDescription,
                                                 _blendStateConverter.Convert(_blendState),
                                                 false);
 }
예제 #2
0
        public void CreateAllDrawingPipelines(ResourceLayout[] resourceLayouts, ShaderSetDescription shaderSetDescription, OutputDescription outputDescription)
        {
            _drawingPipelines = new Dictionary <BlendState, Pipeline>();

            var states = Enum.GetValues(typeof(BlendState));

            foreach (BlendState state in states)
            {
                _drawingPipelines.Add(state, CreateAPipeline(resourceLayouts, shaderSetDescription, outputDescription, _blendStateConverter.Convert(state), true));
            }
        }