/// <summary> /// Initializes a new instance of the <see cref="ShaderPoolManager"/> class. /// </summary> /// <param name="device">The device.</param> /// <param name="cbPool">The cb pool.</param> public ShaderPoolManager(Device device, IConstantBufferPool cbPool) { shaderPools[Constants.VertexIdx] = new ShaderPool(device, cbPool); shaderPools[Constants.DomainIdx] = new ShaderPool(device, cbPool); shaderPools[Constants.HullIdx] = new ShaderPool(device, cbPool); shaderPools[Constants.GeometryIdx] = new ShaderPool(device, cbPool); shaderPools[Constants.PixelIdx] = new ShaderPool(device, cbPool); shaderPools[Constants.ComputeIdx] = new ShaderPool(device, cbPool); layoutPool = new LayoutPool(device); }
/// <summary> /// Initializes a new instance of the <see cref="ShaderPoolManager"/> class. /// </summary> /// <param name="device">The device.</param> /// <param name="cbPool">The cb pool.</param> /// <param name="logger"></param> public ShaderPoolManager(Device device, IConstantBufferPool cbPool, LogWrapper logger) { shaderPools[Constants.VertexIdx] = Collect(new ShaderPool(device, cbPool, logger)); shaderPools[Constants.DomainIdx] = Collect(new ShaderPool(device, cbPool, logger)); shaderPools[Constants.HullIdx] = Collect(new ShaderPool(device, cbPool, logger)); shaderPools[Constants.GeometryIdx] = Collect(new ShaderPool(device, cbPool, logger)); shaderPools[Constants.PixelIdx] = Collect(new ShaderPool(device, cbPool, logger)); shaderPools[Constants.ComputeIdx] = Collect(new ShaderPool(device, cbPool, logger)); layoutPool = Collect(new LayoutPool(device, logger)); }
/// <summary> /// Initializes a new instance of the <see cref="ShaderPoolManager"/> class. /// </summary> /// <param name="device">The device.</param> /// <param name="cbPool">The cb pool.</param> public ShaderPoolManager(Device device, IConstantBufferPool cbPool) { shaderPools[ShaderStage.Vertex.ToIndex()] = Collect(new ShaderPool(device, cbPool)); shaderPools[ShaderStage.Domain.ToIndex()] = Collect(new ShaderPool(device, cbPool)); shaderPools[ShaderStage.Hull.ToIndex()] = Collect(new ShaderPool(device, cbPool)); shaderPools[ShaderStage.Geometry.ToIndex()] = Collect(new ShaderPool(device, cbPool)); shaderPools[ShaderStage.Pixel.ToIndex()] = Collect(new ShaderPool(device, cbPool)); shaderPools[ShaderStage.Compute.ToIndex()] = Collect(new ShaderPool(device, cbPool)); layoutPool = Collect(new LayoutPool(device)); }