예제 #1
0
        internal Pipeline()
        {
            _drawTexture       = new DrawTextureEmulation();
            _rasterizerDiscard = false;
            _clipOrigin        = ClipOrigin.LowerLeft;
            _clipDepthMode     = ClipDepthMode.NegativeOneToOne;

            _fragmentOutputMap = uint.MaxValue;
            _componentMasks    = uint.MaxValue;

            var defaultScale = new Vector4 <float> {
                X = 1f, Y = 0f, Z = 0f, W = 0f
            };

            new Span <Vector4 <float> >(_renderScale).Fill(defaultScale);

            _tfbs       = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
            _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
        }
예제 #2
0
        internal Pipeline()
        {
            _drawTexture       = new DrawTextureEmulation();
            _rasterizerDiscard = false;
            _clipOrigin        = ClipOrigin.LowerLeft;
            _clipDepthMode     = ClipDepthMode.NegativeOneToOne;

            _componentMasks = new uint[Constants.MaxRenderTargets];

            for (int index = 0; index < Constants.MaxRenderTargets; index++)
            {
                _componentMasks[index] = 0xf;
            }

            var defaultScale = new Vector4 <float> {
                X = 1f, Y = 0f, Z = 0f, W = 0f
            };

            new Span <Vector4 <float> >(_renderScale).Fill(defaultScale);

            _tfbs       = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
            _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
        }