private static Material LoadComputeShader(SharpDX.Toolkit.Graphics.GraphicsDevice device) { MaterialLoader loader = new MaterialLoader(new SharpDXGraphicsDevice(device)); ResourceInformation info = new MaterialResourceInformation(); info.UpdateInformation("Filepath", "C:\\Users\\Andy\\Documents\\Coding\\Visual Studio 2012\\Projects\\FearEngine\\Resources\\Shaders\\ComputeTest.fx"); info.UpdateInformation("Technique", "FillTexture"); return((Material)loader.Load(info)); }
private Material LoadComputeShader(FearGraphicsDevice device) { MaterialLoader loader = new MaterialLoader(device); ResourceInformation info = new MaterialResourceInformation(); info.UpdateInformation("Filepath", "C:\\Users\\Andy\\Documents\\Coding\\Visual Studio 2012\\Projects\\FearEngine\\Resources\\Shaders\\ComputeIrradiance.fx"); info.UpdateInformation("Technique", "ComputeIrradianceMips"); return((Material)loader.Load(info)); }
public void LoadComputeShader() { //Given SharpDX.Toolkit.Graphics.GraphicsDevice device = SharpDX.Toolkit.Graphics.GraphicsDevice.New(DeviceCreationFlags.Debug); MaterialLoader loader = new MaterialLoader(new SharpDXGraphicsDevice(device)); ResourceInformation info = new MaterialResourceInformation(); info.UpdateInformation("Filepath", "C:\\Users\\Andy\\Documents\\Coding\\Visual Studio 2012\\Projects\\FearEngine\\Resources\\Shaders\\ComputeTest.fx"); info.UpdateInformation("Technique", "FillTexture"); //When Material material = (Material)loader.Load(info); //Then Assert.IsTrue(material.IsLoaded()); device.Dispose(); }