public DeviceContextBaseComputeShaderStage(int uniformBuffersCount, int samplersCount, int shaderResourcesCount, int unorderedAccessResourcesCount)
     : base(uniformBuffersCount, samplersCount, shaderResourcesCount)
 {
     unorderedAccessResources = new DeviceContextBaseCumulativeArrayBinding<IUnorderedAccessView>(unorderedAccessResourcesCount, ReferenceEquals);
     initialCounts = new int[uniformBuffersCount];
     initialCountChangedIndices = new SortedIntSet();
 }
 public DeviceContextBaseInputAssembler(int vertexSourceCount)
 {
     vertexSources = new DeviceContextBaseCumulativeArrayBinding<VertexSource>(vertexSourceCount, VertexSource.Equals);
     primitiveTopology = new DirtyProperty<PrimitiveTopology>();
     vertexLayout = new DirtyProperty<IVertexLayout>();
     indexSource = new DirtyProperty<IndexSource>();
 }
 public DeviceContextBaseShaderStage(int uniformBuffersCount, int samplersCount, int shaderResourcesCount)
 {
     uniformBuffers = new DeviceContextBaseCumulativeArrayBinding<IBuffer>(uniformBuffersCount, ReferenceEquals);
     samplers = new DeviceContextBaseCumulativeArrayBinding<ISamplerState>(samplersCount, ReferenceEquals);
     shaderResources = new DeviceContextBaseCumulativeArrayBinding<IShaderResourceView>(shaderResourcesCount, ReferenceEquals);
 }