/// <summary> /// Commits bindings on the compute pipeline. /// </summary> public void CommitComputeBindings() { // Every time we switch between graphics and compute work, // we must rebind everything. // Since compute work happens less often, we always do that // before and after the compute dispatch. _cpBindingsManager.Rebind(); _cpBindingsManager.CommitBindings(); _gpBindingsManager.Rebind(); }
/// <summary> /// Commits bindings on the compute pipeline. /// </summary> /// <param name="specState">Specialization state for the bound shader</param> /// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns> public bool CommitComputeBindings(ShaderSpecializationState specState) { // Every time we switch between graphics and compute work, // we must rebind everything. // Since compute work happens less often, we always do that // before and after the compute dispatch. _cpBindingsManager.Rebind(); bool result = _cpBindingsManager.CommitBindings(specState); _gpBindingsManager.Rebind(); return(result); }