private void CreatePipeline() { Pipeline = _pipelineFactory.CreateAPipeline(_shaderPackage.UniformResourceLayout, _shaderPackage.Description, _systemComponents.Device.SwapchainFramebufferOutputDescription, _blendStateConverter.Convert(_blendState), false); }
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)); } }