public ShaderGenerator( Compilation compilation, LanguageBackend language, params IShaderSetProcessor[] processors) : this(compilation, new[] { language }, null, null, null, processors) { }
public IReadOnlyList <GeneratedShaderSet> GetOutput(LanguageBackend backend) { if (!_generatedShaders.TryGetValue(backend, out List <GeneratedShaderSet> list)) { throw new InvalidOperationException($"The backend {backend} was not used to generate shaders for this object."); } return(list); }
internal void AddShaderSet(LanguageBackend backend, GeneratedShaderSet gss) { if (!_generatedShaders.TryGetValue(backend, out List <GeneratedShaderSet> list)) { list = new List <GeneratedShaderSet>(); _generatedShaders.Add(backend, list); } list.Add(gss); }
public ShaderGenerator( Compilation compilation, LanguageBackend language, string vertexFunctionName = null, string fragmentFunctionName = null, string computeFunctionName = null, params IShaderSetProcessor[] processors) : this(compilation, new[] { language }, vertexFunctionName, fragmentFunctionName, computeFunctionName, processors) { }
public ShaderMethodVisitor( Compilation compilation, string setName, ShaderFunction shaderFunction, LanguageBackend backend) { _compilation = compilation; _setName = setName; _shaderFunction = shaderFunction; _backend = backend; }
public HlslMethodVisitor(Compilation compilation, string setName, ShaderFunction shaderFunction, LanguageBackend backend) : base(compilation, setName, shaderFunction, backend) { }