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; }
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; }