public GraphicsShaderGroupCreateInfoNV
 (
     StructureType sType = StructureType.GraphicsShaderGroupCreateInfoNV,
     void *pNext         = default,
     uint stageCount     = default,
     PipelineShaderStageCreateInfo *pStages = default,
     PipelineVertexInputStateCreateInfo *pVertexInputState   = default,
     PipelineTessellationStateCreateInfo *pTessellationState = default
 )
 {
     SType              = sType;
     PNext              = pNext;
     StageCount         = stageCount;
     PStages            = pStages;
     PVertexInputState  = pVertexInputState;
     PTessellationState = pTessellationState;
 }
 public GraphicsPipelineCreateInfo
 (
     StructureType sType       = StructureType.GraphicsPipelineCreateInfo,
     void *pNext               = default,
     PipelineCreateFlags flags = default,
     uint stageCount           = default,
     PipelineShaderStageCreateInfo *pStages = default,
     PipelineVertexInputStateCreateInfo *pVertexInputState     = default,
     PipelineInputAssemblyStateCreateInfo *pInputAssemblyState = default,
     PipelineTessellationStateCreateInfo *pTessellationState   = default,
     PipelineViewportStateCreateInfo *pViewportState           = default,
     PipelineRasterizationStateCreateInfo *pRasterizationState = default,
     PipelineMultisampleStateCreateInfo *pMultisampleState     = default,
     PipelineDepthStencilStateCreateInfo *pDepthStencilState   = default,
     PipelineColorBlendStateCreateInfo *pColorBlendState       = default,
     PipelineDynamicStateCreateInfo *pDynamicState             = default,
     PipelineLayout layout       = default,
     RenderPass renderPass       = default,
     uint subpass                = default,
     Pipeline basePipelineHandle = default,
     int basePipelineIndex       = default
 )
 {
     SType               = sType;
     PNext               = pNext;
     Flags               = flags;
     StageCount          = stageCount;
     PStages             = pStages;
     PVertexInputState   = pVertexInputState;
     PInputAssemblyState = pInputAssemblyState;
     PTessellationState  = pTessellationState;
     PViewportState      = pViewportState;
     PRasterizationState = pRasterizationState;
     PMultisampleState   = pMultisampleState;
     PDepthStencilState  = pDepthStencilState;
     PColorBlendState    = pColorBlendState;
     PDynamicState       = pDynamicState;
     Layout              = layout;
     RenderPass          = renderPass;
     Subpass             = subpass;
     BasePipelineHandle  = basePipelineHandle;
     BasePipelineIndex   = basePipelineIndex;
 }
Пример #3
0
        public GraphicsShaderGroupCreateInfoNV
        (
            StructureType?sType = StructureType.GraphicsShaderGroupCreateInfoNV,
            void *pNext         = null,
            uint?stageCount     = null,
            PipelineShaderStageCreateInfo *pStages = null,
            PipelineVertexInputStateCreateInfo *pVertexInputState   = null,
            PipelineTessellationStateCreateInfo *pTessellationState = null
        ) : this()
        {
            if (sType is not null)
            {
                SType = sType.Value;
            }

            if (pNext is not null)
            {
                PNext = pNext;
            }

            if (stageCount is not null)
            {
                StageCount = stageCount.Value;
            }

            if (pStages is not null)
            {
                PStages = pStages;
            }

            if (pVertexInputState is not null)
            {
                PVertexInputState = pVertexInputState;
            }

            if (pTessellationState is not null)
            {
                PTessellationState = pTessellationState;
            }
        }
Пример #4
0
        public GraphicsPipelineCreateInfo
        (
            StructureType?sType       = StructureType.GraphicsPipelineCreateInfo,
            void *pNext               = null,
            PipelineCreateFlags?flags = null,
            uint?stageCount           = null,
            PipelineShaderStageCreateInfo *pStages = null,
            PipelineVertexInputStateCreateInfo *pVertexInputState     = null,
            PipelineInputAssemblyStateCreateInfo *pInputAssemblyState = null,
            PipelineTessellationStateCreateInfo *pTessellationState   = null,
            PipelineViewportStateCreateInfo *pViewportState           = null,
            PipelineRasterizationStateCreateInfo *pRasterizationState = null,
            PipelineMultisampleStateCreateInfo *pMultisampleState     = null,
            PipelineDepthStencilStateCreateInfo *pDepthStencilState   = null,
            PipelineColorBlendStateCreateInfo *pColorBlendState       = null,
            PipelineDynamicStateCreateInfo *pDynamicState             = null,
            PipelineLayout?layout       = null,
            RenderPass?renderPass       = null,
            uint?subpass                = null,
            Pipeline?basePipelineHandle = null,
            int?basePipelineIndex       = null
        ) : this()
        {
            if (sType is not null)
            {
                SType = sType.Value;
            }

            if (pNext is not null)
            {
                PNext = pNext;
            }

            if (flags is not null)
            {
                Flags = flags.Value;
            }

            if (stageCount is not null)
            {
                StageCount = stageCount.Value;
            }

            if (pStages is not null)
            {
                PStages = pStages;
            }

            if (pVertexInputState is not null)
            {
                PVertexInputState = pVertexInputState;
            }

            if (pInputAssemblyState is not null)
            {
                PInputAssemblyState = pInputAssemblyState;
            }

            if (pTessellationState is not null)
            {
                PTessellationState = pTessellationState;
            }

            if (pViewportState is not null)
            {
                PViewportState = pViewportState;
            }

            if (pRasterizationState is not null)
            {
                PRasterizationState = pRasterizationState;
            }

            if (pMultisampleState is not null)
            {
                PMultisampleState = pMultisampleState;
            }

            if (pDepthStencilState is not null)
            {
                PDepthStencilState = pDepthStencilState;
            }

            if (pColorBlendState is not null)
            {
                PColorBlendState = pColorBlendState;
            }

            if (pDynamicState is not null)
            {
                PDynamicState = pDynamicState;
            }

            if (layout is not null)
            {
                Layout = layout.Value;
            }

            if (renderPass is not null)
            {
                RenderPass = renderPass.Value;
            }

            if (subpass is not null)
            {
                Subpass = subpass.Value;
            }

            if (basePipelineHandle is not null)
            {
                BasePipelineHandle = basePipelineHandle.Value;
            }

            if (basePipelineIndex is not null)
            {
                BasePipelineIndex = basePipelineIndex.Value;
            }
        }