public override CommandList CreateCommandList(ref CommandListDescription description) { CommandList cl = Factory.CreateCommandList(ref description); DisposeCollector.Add(cl); return(cl); }
public D3D11CommandList(D3D11GraphicsDevice gd, ref CommandListDescription description) : base(ref description) { _gd = gd; _context = new DeviceContext(gd.Device); _context1 = _context.QueryInterfaceOrNull <DeviceContext1>(); if (_context1 == null) { throw new VeldridException("Direct3D 11.1 is required."); } }
public VkCommandList(VkGraphicsDevice gd, ref CommandListDescription description) : base(ref description, gd.Features) { _gd = gd; VkCommandPoolCreateInfo poolCI = VkCommandPoolCreateInfo.New(); poolCI.flags = VkCommandPoolCreateFlags.ResetCommandBuffer; poolCI.queueFamilyIndex = gd.GraphicsQueueIndex; VkResult result = vkCreateCommandPool(_gd.Device, ref poolCI, null, out _pool); CheckResult(result); _cb = GetNextCommandBuffer(); }
public VkCommandList(VkGraphicsDevice gd, ref CommandListDescription description) : base(ref description) { _gd = gd; VkCommandPoolCreateInfo poolCI = VkCommandPoolCreateInfo.New(); poolCI.queueFamilyIndex = gd.GraphicsQueueIndex; VkResult result = vkCreateCommandPool(_gd.Device, ref poolCI, null, out _pool); CheckResult(result); VkCommandBufferAllocateInfo cbAI = VkCommandBufferAllocateInfo.New(); cbAI.commandPool = _pool; cbAI.commandBufferCount = 1; cbAI.level = VkCommandBufferLevel.Primary; result = vkAllocateCommandBuffers(gd.Device, ref cbAI, out _cb); CheckResult(result); }
public OpenGLCommandList(OpenGLGraphicsDevice gd, ref CommandListDescription description) : base(ref description, gd.Features, gd.UniformBufferMinOffsetAlignment, gd.StructuredBufferMinOffsetAlignment) { _gd = gd; }
public override CommandList CreateCommandList(ref CommandListDescription description) { return(new D3D11CommandList(_gd, ref description)); }
/// <summary> /// Creates a new <see cref="CommandList"/>. /// </summary> /// <param name="description">The desired properties of the created object.</param> /// <returns>A new <see cref="CommandList"/>.</returns> public abstract CommandList CreateCommandList(ref CommandListDescription description);
/// <summary> /// Creates a new <see cref="CommandList"/>. /// </summary> /// <param name="description">The desired properties of the created object.</param> /// <returns>A new <see cref="CommandList"/>.</returns> public CommandList CreateCommandList(CommandListDescription description) => CreateCommandList(ref description);
public OpenGLCommandList(OpenGLGraphicsDevice gd, ref CommandListDescription description) : base(ref description, gd.Features) { _gd = gd; }
public override CommandList CreateCommandList(ref CommandListDescription description) { return(new MTLCommandList(ref description, _gd)); }
public override CommandList CreateCommandList(ref CommandListDescription description) => Track(_factory.CreateCommandList(description));
public OpenGLCommandList(ref CommandListDescription description) : base(ref description) { }
public override CommandList CreateCommandList(ref CommandListDescription description) { return(new OpenGLCommandList(ref description)); }