public void SetSamplers(GeometryShaderType shaderType, int slot, SamplerState[] samplers) { if (slot < 0) { return; } int idx = SamplerCheckGeometryShaderStartIdx + slot; bool needUpdate = false; for (int i = 0; i < samplers.Length; ++i) { if (SamplerStateCheck[idx + i] != samplers[i]) { needUpdate = true; break; } } if (needUpdate) { for (int i = 0; i < samplers.Length; ++i) { SamplerStateCheck[idx + i] = samplers[i]; } deviceContext.GeometryShader.SetSamplers(slot, samplers); } }
public void SetShaderResources(GeometryShaderType shaderType, int slot, ShaderResourceView[] texture) { if (slot < 0) { return; } deviceContext.GeometryShader.SetShaderResources(slot, texture); }
public void SetSampler(GeometryShaderType shaderType, int slot, SamplerState sampler) { if (slot < 0) { return; } int idx = SamplerCheckGeometryShaderStartIdx + slot; if (SamplerStateCheck[idx] != sampler) { SamplerStateCheck[idx] = sampler; deviceContext.GeometryShader.SetSampler(slot, sampler); } }
public GeometryShader GetShader(GeometryShaderType type) { return(GeometryShader); }
public SamplerState[] GetSampler(GeometryShaderType shaderType, int startSlot, int num) { return(deviceContext.GeometryShader.GetSamplers(startSlot, num)); }
public ShaderResourceView[] GetShaderResources(GeometryShaderType shaderType, int startSlot, int num) { return(deviceContext.GeometryShader.GetShaderResources(startSlot, num)); }