示例#1
0
 public ComputeShaderHandle(IComputeShaderParameters parameters, IShaderDefinition <IShader11> definition)
     : base(parameters, definition)
 {
     ThreadGroupX = parameters.ThreadGroupX;
     ThreadGroupY = parameters.ThreadGroupY;
     ThreadGroupZ = parameters.ThreadGroupZ;
 }
        public static TShader Compile <TShader>(this IShaderDefinition <TShader> definition)
            where TShader : IShaderBase
        {
            TShader shader;

            definition.Compile(out shader);
            return(shader);
        }
 public NNedi3Kernel(IShaderDefinition <IKernel> definition, int[] localWorkSizes)
     : base(new CachedDefinition <IKernel>(definition), null, localWorkSizes)
 {
     NeuronCount   = 16;
     ReloadWeights = true;
     Buffer        = null;
     Horizontal    = true;
 }
            public NNediKernelHandle(NNedi3Kernel parameters, IShaderDefinition <IKernel> definition, bool horizontal)
                : base(parameters, definition)
            {
                m_NeuronCount   = parameters.NeuronCount;
                m_ReloadWeights = parameters.ReloadWeights;
                m_Horizontal    = horizontal;

                m_Buffer = parameters.Buffer;
            }
示例#5
0
 protected GenericShaderConfig(IShaderDefinition <TShader> definition)
 {
     Definition               = definition;
     LinearSampling           = false;
     PerTextureLinearSampling = new bool[0];
     Transform = (s => s);
     Format    = Renderer.RenderQuality.GetTextureFormat();
     SizeIndex = 0;
     Arguments = new ArgumentList();
 }
示例#6
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        protected BaseShaderHandle(IShaderParameters parameters, IShaderDefinition <TShader> definition)
        {
            Transform                = parameters.Transform;
            Format                   = parameters.Format;
            SizeIndex                = parameters.SizeIndex;
            Arguments                = new ArgumentList(parameters.Arguments);
            LinearSampling           = parameters.LinearSampling;
            PerTextureLinearSampling = parameters.PerTextureLinearSampling;

            m_Definition = definition;
        }
示例#7
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 public Shader(IShaderDefinition <IShader> definition) : base(definition)
 {
 }
示例#8
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 public ClKernel(IShaderDefinition <IKernel> definition, int[] globalWorkSizes, int[] localWorkSizes = null) : base(definition)
 {
     GlobalWorkSizes = globalWorkSizes;
     LocalWorkSizes  = localWorkSizes;
 }
示例#9
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 public ComputeShader(IShaderDefinition <IShader11> definition, int threadGroupX = 32, int threadGroupY = 32, int threadGroupZ = 1) : base(definition)
 {
     ThreadGroupX = threadGroupX;
     ThreadGroupY = threadGroupY;
     ThreadGroupZ = threadGroupZ;
 }
示例#10
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 public Shader11(IShaderDefinition <IShader11> definition) : base(definition)
 {
 }
示例#11
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 protected GenericShaderHandle(IShaderParameters parameters, IShaderDefinition <TShader> definition)
     : base(parameters, definition)
 {
 }
示例#12
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 public ClKernelHandle(IClKernelParameters parameters, IShaderDefinition <IKernel> definition)
     : base(parameters, definition)
 {
     GlobalWorkSizes = parameters.GlobalWorkSizes;
     LocalWorkSizes  = parameters.LocalWorkSizes;
 }
示例#13
0
 public Shader11Handle(IShaderParameters parameters, IShaderDefinition <IShader11> definition)
     : base(parameters, definition)
 {
 }
 public CachedDefinition(IShaderDefinition <TShader> definition)
 {
     m_Definition = definition;
 }
 public LegacyHandle(IShaderParameters parameters, IShaderDefinition <IShader> definition)
     : base(parameters, definition)
 {
 }
 public LegacyShader(IShaderDefinition <IShader> config) : base(config)
 {
 }