public RayTracingPipelineCreateInfoNV
 (
     StructureType sType       = StructureType.RayTracingPipelineCreateInfoNV,
     void *pNext               = default,
     PipelineCreateFlags flags = default,
     uint stageCount           = default,
     PipelineShaderStageCreateInfo *pStages = default,
     uint groupCount = default,
     RayTracingShaderGroupCreateInfoNV *pGroups = default,
     uint maxRecursionDepth      = default,
     PipelineLayout layout       = default,
     Pipeline basePipelineHandle = default,
     int basePipelineIndex       = default
 )
 {
     SType              = sType;
     PNext              = pNext;
     Flags              = flags;
     StageCount         = stageCount;
     PStages            = pStages;
     GroupCount         = groupCount;
     PGroups            = pGroups;
     MaxRecursionDepth  = maxRecursionDepth;
     Layout             = layout;
     BasePipelineHandle = basePipelineHandle;
     BasePipelineIndex  = basePipelineIndex;
 }
Пример #2
0
 public DescriptorUpdateTemplateCreateInfoKHR
 (
     StructureType sType             = StructureType.DescriptorUpdateTemplateCreateInfo,
     void *pNext                     = default,
     uint flags                      = default,
     uint descriptorUpdateEntryCount = default,
     DescriptorUpdateTemplateEntry *pDescriptorUpdateEntries = default,
     DescriptorUpdateTemplateType templateType = default,
     DescriptorSetLayout descriptorSetLayout   = default,
     PipelineBindPoint pipelineBindPoint       = default,
     PipelineLayout pipelineLayout             = default,
     uint set = default
 )
 {
     SType = sType;
     PNext = pNext;
     Flags = flags;
     DescriptorUpdateEntryCount = descriptorUpdateEntryCount;
     PDescriptorUpdateEntries   = pDescriptorUpdateEntries;
     TemplateType        = templateType;
     DescriptorSetLayout = descriptorSetLayout;
     PipelineBindPoint   = pipelineBindPoint;
     PipelineLayout      = pipelineLayout;
     Set = set;
 }
 public IndirectCommandsLayoutTokenNV
 (
     StructureType sType = StructureType.IndirectCommandsLayoutTokenNV,
     void *pNext         = default,
     IndirectCommandsTokenTypeNV tokenType = default,
     uint stream                = default,
     uint offset                = default,
     uint vertexBindingUnit     = default,
     Bool32 vertexDynamicStride = default,
     PipelineLayout pushconstantPipelineLayout     = default,
     ShaderStageFlags pushconstantShaderStageFlags = default,
     uint pushconstantOffset = default,
     uint pushconstantSize   = default,
     IndirectStateFlagsNV indirectStateFlags = default,
     uint indexTypeCount    = default,
     IndexType *pIndexTypes = default,
     uint *pIndexTypeValues = default
 )
 {
     SType                        = sType;
     PNext                        = pNext;
     TokenType                    = tokenType;
     Stream                       = stream;
     Offset                       = offset;
     VertexBindingUnit            = vertexBindingUnit;
     VertexDynamicStride          = vertexDynamicStride;
     PushconstantPipelineLayout   = pushconstantPipelineLayout;
     PushconstantShaderStageFlags = pushconstantShaderStageFlags;
     PushconstantOffset           = pushconstantOffset;
     PushconstantSize             = pushconstantSize;
     IndirectStateFlags           = indirectStateFlags;
     IndexTypeCount               = indexTypeCount;
     PIndexTypes                  = pIndexTypes;
     PIndexTypeValues             = pIndexTypeValues;
 }
 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;
 }
 public ComputePipelineCreateInfo
 (
     StructureType sType                 = StructureType.ComputePipelineCreateInfo,
     void *pNext                         = default,
     PipelineCreateFlags flags           = default,
     PipelineShaderStageCreateInfo stage = default,
     PipelineLayout layout               = default,
     Pipeline basePipelineHandle         = default,
     int basePipelineIndex               = default
 )
 {
     SType              = sType;
     PNext              = pNext;
     Flags              = flags;
     Stage              = stage;
     Layout             = layout;
     BasePipelineHandle = basePipelineHandle;
     BasePipelineIndex  = basePipelineIndex;
 }