예제 #1
0
        /// <summary>
        /// Render Graph constructor.
        /// </summary>
        /// <param name="supportMSAA">Specify if this Render Graph should support MSAA.</param>
        /// <param name="initialSampleCount">Specify the initial sample count of MSAA render textures.</param>
        public RenderGraph(bool supportMSAA, MSAASamples initialSampleCount)
        {
            m_Resources = new RenderGraphResourceRegistry(supportMSAA, initialSampleCount, m_DebugParameters, m_Logger);

            for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
            {
                m_CompiledResourcesInfos[i] = new DynamicArray <CompiledResourceInfo>();
            }
        }
예제 #2
0
        /// <summary>
        /// Render Graph constructor.
        /// </summary>
        /// <param name="name">Optional name used to identify the render graph instnace.</param>
        public RenderGraph(string name = "")
        {
            m_Name      = name;
            m_Resources = new RenderGraphResourceRegistry(m_DebugParameters, m_Logger);

            for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
            {
                m_CompiledResourcesInfos[i] = new DynamicArray <CompiledResourceInfo>();
            }

            m_DebugParameters.RegisterDebug(m_Name);
        }
예제 #3
0
 /// <summary>
 /// Render Graph constructor.
 /// </summary>
 /// <param name="supportMSAA">Specify if this Render Graph should support MSAA.</param>
 /// <param name="initialSampleCount">Specify the initial sample count of MSAA render textures.</param>
 public RenderGraph(bool supportMSAA, MSAASamples initialSampleCount)
 {
     m_Resources = new RenderGraphResourceRegistry(supportMSAA, initialSampleCount, m_DebugParameters, m_Logger);
 }
예제 #4
0
 internal RenderGraphBuilder(RenderGraph.RenderPass renderPass, RenderGraphResourceRegistry resources)
 {
     m_RenderPass = renderPass;
     m_Resources  = resources;
     m_Disposed   = false;
 }