public Configure(GpuDevice device, Settings settings, GpuBindGroupLayout bindGroupLayout, GpuBindGroupLayout dynamicBindGroupLayout, GpuBindGroupLayout timeBindGroupLayout, GpuRenderPipeline pipeline, GpuRenderPipeline dynamicPipeline, GpuBuffer vertexBuffer, GpuTextureFormat swapChainFormat) { Device = device; Settings = settings; Pipeline = pipeline; DynamicPipeline = dynamicPipeline; VertexBuffer = vertexBuffer; SwapChainFormat = swapChainFormat; UniformBuffer = Device.CreateBuffer(new GpuBufferDescriptor(Settings.NumTriangles * AlignedUniformBytes + sizeof(float), GpuBufferUsageFlags.Uniform | GpuBufferUsageFlags.CopyDst)); var uniformCpuBuffer = new Windows.Storage.Streams.Buffer(Settings.NumTriangles * AlignedUniformBytes) { Length = Settings.NumTriangles * AlignedUniformBytes }; using (var uniformCpuStream = uniformCpuBuffer.AsStream()) using (var uniformCpuWriter = new BinaryWriter(uniformCpuStream)) { var rand = new Random(); for (var i = 0; i < Settings.NumTriangles; ++i) { uniformCpuWriter.Seek((int)(i * AlignedUniformBytes), SeekOrigin.Begin); float scale = (float)(rand.NextDouble() * 0.2 + 0.2); //scale = 5; float offsetX = (float)(0.9 * 2 * (rand.NextDouble() - 0.5)); float offsetY = (float)(0.9 * 2 * (rand.NextDouble() - 0.5)); float scalar = (float)(rand.NextDouble() * 1.5 + 0.5); float scalarOffset = (float)(rand.NextDouble() * 10); uniformCpuWriter.Write(scale); //Scale uniformCpuWriter.Write(offsetX); //offsetX uniformCpuWriter.Write(offsetY); //offsetY uniformCpuWriter.Write(scalar); //scalar uniformCpuWriter.Write(scalarOffset); //scalar offset } } BindGroups = new GpuBindGroup[Settings.NumTriangles]; for (var i = 0; i < Settings.NumTriangles; ++i) { BindGroups[i] = Device.CreateBindGroup(new GpuBindGroupDescriptor(bindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, 6 * sizeof(float)) { Offset = (UInt64)(i * AlignedUniformBytes) }) })); } DynamicBindGroup = Device.CreateBindGroup(new GpuBindGroupDescriptor(dynamicBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, 6 * sizeof(float))) })); TimeBindGroup = Device.CreateBindGroup(new GpuBindGroupDescriptor(timeBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, sizeof(float)) { Offset = TimeOffset }) })); Device.DefaultQueue.WriteBuffer(UniformBuffer, 0, uniformCpuBuffer); var renderBundleEncoder = Device.CreateRenderBundleEncoder(new GpuRenderBundleEncoderDescriptor(new GpuTextureFormat[] { SwapChainFormat })); RecordRenderPass(renderBundleEncoder); RenderBundle = renderBundleEncoder.Finish(); UniformTimeCpuBuffer = new Windows.Storage.Streams.Buffer(sizeof(float)) { Length = sizeof(float) }; }